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.

Chaos Magic | Death Magic | Life Magic | Nature Magic | Order Magic

Italic text = Equilibris Mod.

Blur 1 2 Blur obscures the target's true position, increasing its Ranged Defense by 50%.
Dispel 1 (2) 2 (3) Dispel removes all spells from the target.
Displacement 1 2 Displacement causes the target to move 2 yards in a direction of the caster's choice, if possible.
Magic Fist 1 2 Magic Fist does a number of points of damage based on the level of the caster to a single target within the line of sight of the caster.
Precision 1 2 Precision increases the target's Ranged Attack by 25%, and also gives the target no penalty for range, walls or obstacles.
Visions 1 2 Visions shows you the exact number of troops in an army on the Adventure Map and reveals the skills of an enemy hero.
Bind Flyer 2 3 Removes a flying target's natural ability to fly, and reduces the target's movement and speed by half.
Cowardice 2 (1) 3 (2) Cowardice makes the target unable to attack an enemy with more total Hit Points for 3 turns.
Create Illusion 2 3 Create Illusion forms a duplicate of the creature with a number of Hit Points based on the level of the caster.
Flight 2 3 Flight grants a friendly target the ability to fly until the end of combat.
Ice Bolt 2 3 Ice Bolt does a number of points of cold damage based on the level of the caster to a single target within the line of sight of the caster.
Power Drain 2 3 Power Drain causes the target's spells to cost double the normal Spell Points.
Slow 2 3 Slow causes the enemy target to move at half speed and movement.
Steal Enchantment 2 3 Steal Enchantment removes a beneficial spell from an enemy target and places it on a random friendly target.
Banish 3 5 Banish destroys a number of summoned creatures based on the caster's skill.
Forgetfulness 3 5 Forgetfulness restrains an enemy target from using ranged attacks for the duration of the combat.
Mass Blur 3 5 Mass Blur obscures the true position of all friendly targets, increasing their Ranged Defense by 50%.
Mass Dispel 3 5 Mass Dispel removes all spells from all targets.
Mass Precision 3 5 Mass Precision increases the Ranged Attack of all friendly ranged targets by 25%, and also gives the target no penalty for range, walls or obstacles.
Teleport 3 (4) 5 (8) Teleport instantly moves the target to another designated point on the battlefield.
Town Gate 3 (4) 5 (8) Town Gate transports the caster to the nearest town.
Berserk 4 8 Berserk forces the target to attack the nearest creature or hero, whether friend or foe. It lasts until the target attacks.
Blind 4 (3) 8 (5) Blind causes an enemy target within the line of sight of the caster to become unable to take an action for 3 rounds. It is dispelled if the target takes damage.
Mass Slow 4 8 Mass Slow causes all enemy targets to move at half speed and movement.
Phantom Image 4 (3) 8 (5) Phantom Image creates a duplicate of a single creature. The strength of the image depends on the caster's level.
Hypnotize 5 12 Hypnotize brings the target under the caster's control for 3 turns.
Pain Mirror 5 12 Pain Mirror causes half the damage done to a friendly target to be done to the attacker as well. The reflected damage cannot exceed the Hit Points of the target.
Steal All Enchantments 5 12 Steal All Enchantments causes all beneficial enchantments on enemy targets to be removed and distributed randomly among friendly targets.
Chaos Magic | Death Magic | Life Magic | Nature Magic | Order Magic

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Chaos Magic | Death Magic | Life Magic | Nature Magic | Order Magic

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NAME LEVEL COST EFFECT
Pathfinding 1 2 Pathfinding grants an army no movement penalty on the Adventure Map.
Speed 1 2 Speed increases a friendly target's speed and movement by 3.
Stoneskin 1 2 Stoneskin increases the target’s Melee and Ranged Defense by 25%.
Summon Leprechaun 1 2 Summons a number of Leprechauns based on the level of the caster.
Summon Sprite 1 2 Summons a number of Sprites based on the level of the caster.
Summon Wolf 1 2 Summons a number of Wolves based on the level of the caster.
Terrain Walk 1 2 Terrain Walk gives the target the ability to walk on all terrains without penalty.
Fortune 2 3 Fortune grants the target maximum luck.
Giant Strength 2 3 Giant Strength increases the target's Hit Points and damage by 25%.
Quicksand 2 (3) 3 (5) Creates a patch of quicksand, the size of which is based on the caster's level. All targets require a full turn to move through 2 feet of quicksand.
Snake Strike 2 3 Snake Strike gives the target the First Strike ability.
Summon Elf 2 3 Summons a number of Elves based on the level of the caster.
Summon Satyr 2 3 Summons a number of Satyrs based on the level of the caster.
Summon White Tiger 2 3 Summons a number of White Tigers based on the level of the caster.
Wasp Swarm 2 3 Wasp Swarm summons a cloud of wasps that distract the enemy target for one round. It has no influence on undead or mechanical creatures.
Anti-Magic 3 5 Anti-Magic makes the target immune to all spells for the duration of the combat.
Mass Speed 3 5 Mass Speed increases the speed and movement of all friendly targets by 3.
Necromancy Ward 3 5 Necromancy Ward prevents any Raise or Animate Dead spell from working for the duration of the combat. It affects all targets on the Combat Map, including dead ones.
Summon Air Elemental 3 5 Summons a number of Air Elementals based on the level of the caster.
Summon Earth Elemental 3 5 Summons a number of Earth Elementals based on the level of the caster.
Summon Fire Elemental 3 5 Summons a number of Fire Elementals based on the level of the caster.
Summon Water Elemental 3 5 Summons a number of Water Elementals based on the level of the caster.
Mass Fortune 4 8 Mass Fortune gives all friendly targets maximum luck.
Mass Snake Strike 4 8 Mass Snake Strike gives all friendly targets the First Strike ability. 
Summon Griffin 4 8 Summons a number of Griffins based on the level of the caster. 
Summon Unicorn 4 8 Summons a number of Unicorns based on the level of the caster. 
Summon Waspwort 4 8 Summons a number of Waspworts based on the level of the caster. 
Dragon Strength 5 12 Dragon Strength increases the target's Hit Points and damage by 100%. 
Summon Faerie Dragon 5 12 Summons a number of Faerie Dragons based on the level of the caster. 
Summon Mantis 5 12 Summons a number of Mantises based on the level of the caster. 
Summon Phoenix  5 12 Summons a number of Phoenixes based on the level of the caster.
SUMMON DEMON SPELLS
Summon Imps 1 5 Summons a number of Imps based on the level of the caster. All summoned creatures vanish after combat ends. Requires Basic Nature Magic and Basic Demonology.
Summon Cerberi 2 8 Summons a number of Cerberi based on the level of the caster. All summoned creatures vanish after combat ends. Requires Advanced Nature Magic and Advanced Demonology.
Summon Ice Demon 3 12 Summons a number of Ice Demons based on the level of the caster. All summoned creatures vanish after combat ends. Requires Expert Nature Magic and Expert Demonology to cast.
Summon Venom Spawn 4 18 Summons a number of Venom Spawn based on the level of the caster. All summoned creatures vanish after combat ends. Requires Master Nature Magic and Master Demonology.
Summon Devils 5 24 Summons a number of Devils based on the level of the caster. All summoned creatures vanish after combat ends. Requires Grandmaster Nature Magic and Grandmaster Demonology to cast.
Chaos Magic | Death Magic | Life Magic | Nature Magic | Order Magic

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Chaos Magic | Death Magic | Life Magic | Nature Magic | Order Magic

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NAME LEVEL COST EFFECT
Bind Wound 1 2 Bind Wound heals a number of points of damage based on the level of the caster.
Bless 1 2 Bless causes the target to inflict maximum damage.
Exorcism 1 2 Exorcism removes all negative spells from a single friendly target.
Holy Word 1 2 Holy Word does damage to a single Death creature based on the level of the caster.
Spiritual Armor 1 2 When cast on a friendly target, Spiritual Armor increases its Melee and Ranged Defense by 25%.
Summon Ship 1 2 Summon Ship causes a single ship to appear at the caster's present location on the Adventure Map.
Chaos Ward 2 3 The target of a Chaos Ward is 50% resistant to Chaos spells, and their Melee and Ranged Defense is increased by 50% against Chaos-aligned opponents.
Death Ward 2 3 The target of a Death Ward is 50% resistant to Death spells, and their Melee and Ranged Defense is increased by 50% against Death-aligned opponents.
Defender 2 3 Defender increases the Melee and Ranged Defense of all friendly targets by 50% when they are defending against an attack.
Heal 2 3 Heal cures a target of a number of Hit Points based on the level of the caster. Heal is also capable of curing Poison and Plague.
Heavenly Shield 2 3 Heavenly Shield can only be cast on the caster, giving additional Hit Points based on the caster's level.
Martyr 2 3 Martyr is cast on a friendly target. All the damage done to a second friendly target will then be transferred to the recipient of the spell. This effect lasts for the entire combat.
Mirth 2 3 Mirth gives the target maximum morale.
Nature Ward 2 3 The target of a Nature Ward is 50% resistant to Nature spells, and their Melee and Ranged Defense is increased by 50% against Nature-aligned opponents.
Order Ward 2 3 The target of an Order Ward is 50% resistant to Order spells, and their Melee and Ranged Defense is increased by 50% against Order-aligned opponents.
Retribution 2 (1) 3 (2) Retribution is cast on a friendly target. When the enemy attacks the target in melee combat, the attacker will take damage based on the level of the caster.
Song of Peace 2 3 Song of Peace causes an enemy target within the line of sight of the caster to become unable to attack or cast spells on the caster's army during the next turn.
Celestial Armor 3 5 Celestial Armor increases the Melee and Ranged Defense of all friendly targets by 25%.
Endurance 3 5 Increases an army's movement on the Adventure Map by 3.
Holy Shout 3 5 Holy Shout does a number of points of damage based on the level of the caster to all Death creatures.
Mass Bless 3 5 Mass Bless causes all friendly targets to do maximum damage.
Mass Healing 3 5 Mass Healing cures all friendly targets of a number of points of damage based on the level of the caster. It also cures Poison and Plague on all friendly targets.
Regeneration 3 5 Regeneration causes the target to regenerate a number of Hit Points every turn based on the level of the caster.
Mass Chaos Ward 4 8 Mass Chaos Ward causes all friendly targets to become 50% resistant to Chaos spells, and increases their Melee and Ranged Defense by 50% against Chaos-aligned opponents.
Mass Death Ward 4 8 Mass Death Ward causes all friendly targets to become 50% resistant to Death spells, and increases their Melee and Ranged Defense by 50% against Death-aligned opponents.
Mass Exorcism 4 (3) 8 (5) Mass Exorcism removes all negative spells from friendly targets.
Mass Fervor 4 8 Mass Fervor causes all friendly targets to gain maximum morale.
Mass Nature Ward 4 8 Mass Nature Ward causes all friendly targets to become 50% resistant to Nature spells, and increases their Melee and Ranged Defense by 50% against Nature-aligned opponents.
Mass Order Ward 4 8 Mass Order Ward causes all friendly targets to become 50% resistant to Order spells, and increases their Melee and Ranged Defense by 50% against Order-aligned opponents.
Prayer 4 8 Prayer increases the Hit Points and damage of all Life targets by 25%.
Divine Intervention 5 12 Divine Intervention removes a portion of the damage from all friendly targets.
Guardian Angel 5 (4) 12 (8) Guardian Angel gives the friendly target a number of extra lives based on the level of the caster. The number of targets protected depends on the level of the caster, and no target is protected more than once.
Resurrection 5 12 Brings a certain number of hit points of dead creatures back to life.
Sanctuary 5 12 While under Sanctuary, a friendly target cannot be attacked or affected by spells. No more than one target may be in Sanctuary on each side. If the target takes any action other than "defend", the spell ends.
Chaos Magic | Death Magic | Life Magic | Nature Magic | Order Magic

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Chaos Magic | Death Magic | Life Magic | Nature Magic | Order Magic

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NAME LEVEL COST EFFECT
Cancellation 1 (2) 2 (3) Cancellation removes all beneficial spells from the target.
Curse 1 2 Curse causes the target to do minimum damage in combat.
Disrupting Ray 1 2 Disrupting Ray causes the target's Melee and Ranged Defense to decrease by 20%.
Poison 1 2 Poison does damage to the target every round (starting with the current round) until combat ends.
Raise Skeletons 1 2 Raises a number of Skeletons based on the caster's level from any stack of dead creatures. The number of raised Skeletons cannot exceed either the Hit Points or number of the creatures. All Skeletons vanish after combat ends.
Animate Dead 2 3 Animate Dead raises a number of creatures based on the caster's level from any stack of dead creatures. All creatures vanish after combat ends.
Fatigue 2 3 Fatigue causes the enemy target to move at half speed and movement in combat.
Life Drain 2 3 Life Drain steals Hit Points from all Life and Nature targets, and then the caster gains a portion of the total Hit Points drained.
Life Ward 2 3 The target of a Life Ward is 50% resistant to Life spells, and their Melee and Ranged Defense is increased by 50% against Life-aligned opponents.
Mire 2 3 Mire causes the target to move at half speed on the Adventure Map during its next turn.
Poison Attack 2 3 The target's attacks in melee combat become poisonous. Anyone struck by the target will suffer the doubled effects of the 1st level Death spell, Poison. Spell does not affect undead, mechanical and elemental creatures.
Sorrow 2 3 Sorrow gives the target maximum negative morale.
Unholy Song 2 3 Unholy Song causes all Life targets to do 20% less damage and decreases their Melee and Ranged Defense by 20%.
Weakness 2 (1) 3 (2) Weakness causes the target to do 25% less damage in combat.
Aging 3 5 Aged targets do 25% less damage and their Melee and Ranged Defence is reduced by 20%. Speed and Movement are also cut in half..
Aura of Fear 3 5 Aura of Fear is cast on a friendly target, so enemy opponents cannot retaliate against the friendly target's attacks unless they are immune to Death, Fear or Mind spells.
Magic Leech 3 5 Magic Leech causes any spell cast by the target to cost double the Spell Points. Also, the caster of Magic Leech gains 1 Spell Point per 2 Spell Points used by target.
Mass Cancellation 3 (5) 5 (12) Mass Cancellation removes all beneficial spells from all enemy targets.
Mass Curse 3 5 Mass Curse causes all enemy targets to do minimum damage.
Plague 3 5 Plague causes all targets on the Combat Map, friend or foe, to come down with a deadly, damaging disease. It has no effect on non-living or Death targets.
Raise Ghost 3 5 Raises a number of Ghosts based on the level of the caster from any stack of dead creatures. The number of raised Ghosts cannot exceed either the Hit Points or number of the creatures. All Ghosts vanish after combat ends.
Death Call 4 8 Death Call targets a friendly or enemy target with dead creatures, raising a number of creatures based on the level of the caster. These raised creatures are placed under the control of the caster and vanish after combat.
Mass Sorrow 4 8 Mass Sorrow causes all enemy targets to have maximum negative morale.
Mass Weakness 4 (3) 8 (5) Mass Weakness causes all enemy targets to do 25% less damage in combat.
Terror 4 8 Terror causes a single target within the line of sight of the caster to lose its next 2 actions.
Vampiric Touch 4 (5)

8 (12)

Vampiric Touch causes a friendly target to gain 1 Hit Point for every 2 Hit Points of damage they inflict.
Hand of Death 5 12 Hand of Death instantly kills a number of opponents based on the level of the caster. The target must be within the line of sight of the caster.
Raise Vampires 5 (4) 12 (8) Raises a number of Vampires based on the level of the caster from any stack of dead creatures. Raised Vampires cannot exceed the total Hit Points or number of the dead creatures, and the Hit Points raised are removed from the target stack. Vampires vanish after the battle.
Sacrifice 5 (4) 12 (8) First, Sacrifice destroys a friendly target. Then the caster selects a second friendly target who will recover twice the Hit Points of the destroyed target.
Chaos Magic | Death Magic | Life Magic | Nature Magic | Order Magic

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Chaos Magic | Death Magic | Life Magic | Nature Magic | Order Magic

Italic text = Equilibris Mod.

NAME LEVEL COST EFFECT
Bloodlust 1 2 Bloodlust causes the friendly target to do 25% more damage in melee combat for the duration of the battle.
Fire Aura 1 2 Fire Aura causes the friendly target to do minor fire damage in addition to its normal melee combat damage.
Haste 1 2 Haste gives the friendly target plus 3 to their speed and plus 3 yards to their movement. 
Magic Arrow 1 2 Magic Arrow casts a burst of magical energy that does damage to a single target within the line of sight of the caster.
Slayer 1 2 Slayer causes the friendly target to do 50% more damage against 4th level creatures.
Smoke 1 2 Creates a 3x3 yard cloud that reduces all Ranged Attacks through the cloud by 50%.
Sparks 1 2 Sparks casts a spray of magical energy that does damage to anyone in the three spaces in front of the caster. 
Confusion 2 3 Confusion causes an enemy target within the line of sight of the caster to lose its next action.
Fire Bolt 2 3 Fire Bolt is a powerful attack that does fire damage to a single target within the line of sight of the caster.
First Strike 2 3 First Strike grants a friendly target the First Strike ability for the duration of the combat.
Hydra Health 2 3 Increases the hit points of the target by 25% until the end of the next combat.
Mana Flare 2 3 Mana Flare reduces the spell costs for all heroes and creatures (friend and foe alike) by 2.
Misfortune 2 3 Misfortune gives a single enemy target maximum bad luck. 
Spell Shackle 2 3 Spell Shackle causes the enemy spellcaster to take damage for every Spell Point they use during combat.
Bloodfrenzy 3 5 Bloodfrenzy causes all friendly targets to do 25% more damage in melee combat.
Fire Ring 3 5 Fire Ring creates a ring of flames around a target within the line of sight of the caster that causes fire damage to all targets within a 1 yard radius surrounding that target.
Fireball 3 5 Fireball causes a 3x3 yard explosion of flames a round a target within the line of sight of the caster, doing fire damage to all targets within its blast. 
Lightning 3 5 Lightning summons a powerful bolt of electricity that does damage to a single target within the line of sight of the caster.
Magic Mirror 3 5 Magic Mirror reflects any hostile spell back against its caster at 1/2 strength. The hostile spell still affects its initial target.
Mass Slayer 3 5 Mass Slayer causes all friendly targets to do 50% more damage against 4th level creatures.
 
Cat Reflexes 4 8 Cat Reflexes gives a friendly target one extra attack.
Cloud of Confusion 4 8 Cloud of Confusion causes all enemy targets within a 3x3 yard radius to lose their next action. The target must be within the line of sight of the caster.
Implosion 4 8 Implosion is an extremely powerful magical attack directed at a single target within the line of sight of the caster.
Inferno 4 8 Inferno causes fire damage to all targets within a 5x5 yard area. The initial target must be within the line of sight of the caster.
Mass First Strike 4 8 Mass First Strike gives all friendly targets the First Strike ability for the duration of the combat.
Mass Misfortune 4 8 Mass Misfortune causes all enemy targets to suffer from maximum bad luck.
Armageddon 5 12 Armageddon summons a deadly magical storm that does damage to all targets on the Combat Map.
Chain Lightning 5 12 Chain Lightning does full damage to the first target it strikes, then strikes a second target for 1/2 damage, a third for 1/4 damage, a fourth for 1/8 damage and a fifth for 1/16 damage.
Disintegrate 5 12 Disintegrate is an extremely powerful magical attack directed at a single target within the line of sight of the caster. Targets killed by the Disintegrate spell cannot be raised or resurrected until combat ends.
Chaos Magic | Death Magic | Life Magic | Nature Magic | Order Magic

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Ability Name Creatures With Ability Ability Description
 
3-headed Attack Cerberus All enemies standing to the left, front and right of the creature are attacked simultaneously
Aging Ghost Chance of Aging during an attack. An Aged creature does less damage and has less defense.
Area Attack Cyclops The range attack strikes all targets, friendly or hostile, in a small area.
Berserk Berserker The creature must attack or move to attack every turn. They cannot wait.
Binding Mantis Creature Binds the last creature attacked. Bound enemies cannot move, but can attack, retaliate and cast spells. Bound creatures do half damage when they attack.
Blinding Unicorn Chance of Blinding an enemy during an attack.
Block Minotaur Chance of Blocking any attack, melee or ranged, every time.
Bloodlust Ogre Magi Can cast the Chaos Magic spell Bloodlust.
Bonuses at Sea Pirate Creature is faster and does more damage when fighting on a ship. Defense also increases.
Breath Attack Black Dragon, Phoenix Breathes fire which counts as a Fire Attack, and may harm creatures directly behind the enemy.
Chaos Ward Titan Creature is immune to Chaos Magic and takes less damage from Chaos creatures.
Charge Champion Creature does more damage if it charges for a long distance before attacking.
Cold Attack Ice Demon, Water Elemental Creature has a cold-based attack; Creatures with Cold Resistance take half damage from their attacks.
Cold Resistance Ice Demon, Water Elemental Creature is immune to cold-based spells and takes half damage from enemies with cold-based attacks.
Curse Mummy Creature's normal attack also acts as the Death Magic spell Curse.
Death Ward Crusader, Monk Creature is immune to Death Magic spells and takes less damage from Death creatures.
Devouring Sea Monster Chance of devouring an enemy whole with each attack.
Elemental Air, Earth, Fire & Water Elementals, Gargoyle Immunity to certain spells (such as Poison) that only work on normal, living creatures.
Fear Bone Dragon No retaliation & the creature struck runs away a short distance after the attack.
Fire Attack Efreet, Fire Elemental, Black Dragon, Phoenix Creature has a fire-based attack; Creatures with Fire Resistance take half damage from their attacks.
Fire Resistance Efreet, Fire Elemental, Phoenix Creature is immune to fire-based spells and takes half damage from enemies with fire-based attacks.
Fire Shield Efreet Has a fire shield that damages any enemy when they attack.
First Strike Champion, Dgn. Golem, Nomad, Mantis, W. Tiger In melee combat, the creature strikes first before an opponent can retaliate. Works while retaliating too.
Flying Air Elemental, Angel, Beholder, Black Dragon, Bone Dragon, Efreet, Faerie Dragon, Gargoyle, Genie, Ghost, Griffin, Harpy, Imp, Mantis, Phoenix, Sprite, Thunderbird, Vampire Creature can fly over obstacles, creatures, heroes, and castle walls.
Fortune Leprechaun Creature can cast the Nature Magic spell Fortune.
Giantslayer Halfling Creature does extra damage against 4th level creatures.
Hypnotize Mermaid Chance of taking control of an enemy opponent for 1 turn during an attack.
Immune to Magic Black Dragon Complete immunity to all forms of magic, friendly or hostile.
Immune to Visual Atks Troglodyte All abilities and spells that influence vision (like Blind and Stone Gaze) have no effect on creature.
Insubstantial Air Elemental, Ghost Creature's Melee & Ranged Defense are increased by 100%.
Life Draining Vampire Every attack steals life from the enemy and will heal & even resurrect dead Vampires.
Life Ward Devil Creature is immune to Life Magic spells and takes less damage from Life creatures.
Lightning Attack Thunderbird Every attack also summons a bolt of lightning to strike the opponent.
Long Range Ballista, Crossbowman Creature ignores all ranged attack penalties for distance.
Long Weapon Pikeman Creature can attack enemies that are a short distance away, double the normal range.
Magic Mirror Faerie Dragon Creature reflects hostile spells back at the enemy, the same as the Magic Mirror spell.
Magic Resistance Dwarf, Earth Elemental, Gold Golem Creature has a chance of resisting most hostile spells; takes less damage from direct damage spells.
Mana Leech Imp Creature drains 2 spell points from the enemy each turn and transfers it to a nearby friend.
Mechanical Ballista, Dragon Golem, Gold Golem Creature is not affected by morale, or by spells or abilities that only work on living creatures.
Mirth Satyr Creature can cast the Life Magic spell Mirth.
Multiple Attack Hydra Creature attacks all nearby enemies simultaneously.
Negate First Strike Dragon Golem, Pikeman In melee combat, the creature never strikes after an opponent, even if they have First Strike.
No Obstacle Penalty Ballista Creature does full damage to targets behind castle walls.
No Retaliation Cerberus, Harpy, Hydra, Naga, Sprite, Vampire When the creature attacks, the opponent cannot retaliate.
Normal Melee Centaur, Medusa, Orc, Titan This ranged creature does not suffer a damage penalty when attacking enemies in melee combat.
Poison Venom Spawn Living creatures struck by the attack are Poisoned and take additional damage every turn.
Random Harmful Spells Beholder When this creature attacks, it casts a random Chaos Magic or Death Magic spell on the enemy.
Ranged Ballista, Beholder, Centaur, Crossbowman, Cyclops, Elf, Halfling, Medusa, Monk, Orc, Titan, Venom Spawn, Waspwort Creature can attack at a distance; Does half damage in melee combat unless they have Normal Melee.
Ranged First Strike Elf Creature strikes first in ranged combat before a ranged opponent can retaliate.
Rebirth Phoenix Creature can return to life if killed; If all are killed and haven't used the ability, a portion will be reborn.
Regeneration Troll Creature completely heals all wounds at the beginning of each of its turns.
Resurrection Angel Creature can bring dead friendly targets back to life.
Shoots Twice Elf This ranged creature fires twice each time it attacks.
Short Range Orc, Centaur Creature's ranged attack decreases dramatically at long range.
Skeletal Skeleton, Bone Dragon Creature's ranged defense is increased by 100%.
Spellcaster Faerie Dragon, Genie, Magi, Water Elemental Creature knows a variety of spells that can be cast in combat (dependent on the target).
Stealth Bandit Creature is invisible at a distance on the Adventure Map to 2nd level creatures and heroes with Basic Scouting. Creature is invisible to adjacent 1st level creatures and heroes with no scouting.
Stone Gaze Medusa Creature has a chance of killing enemies instantly each attack; no effect vs. Undead, Mech., Elemental.
Stone Skin Gargoyle Creature's Melee & Ranged Defense by 25% in combat. Stoneskin spell has no additional effect.
Strength Behemoth Increases the creature's combat damage.
Strike and Return Harpy Creature flies back to its starting point after attacking.
Stun Squire Chance of stunning enemies for 1 turn every attack. Stunned enemies cannot take action or retaliate.
Summon Demons Devil Creature can summon Ice Demons
Taxpayer Peasant Creature generates 1 gold per day per creature in the stack in taxes.
Teleport Devil Creature can move to almost any point on the battlefield instantly.
Terror Nightmare Creature can cast Terror on an opponent; Enemies with Terror cannot take any action for 1 turn.
Toughness Zombie Increases the creature's hit points.
Two Attacks Berserker, Crusader, Wolf Creature attacks twice in melee combat. Second attack occurs after enemie's retaliation.
Undead Bne. Drgn, Ghost, Mummy, Skel., Vamp., Zmbie Creature is not affected by morale, or by spells or abilities that only work on living creatures.
Unlimited Retaliation Griffin Creature can retaliate against any number of attacks in one turn.
Weakness Waspwort Creature inflicts Weakness on its target each attack. Weakened creatures do less damage.

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