Heroes of Might and Magic IV General
Heroes of Might and Magic IV
by HarukabaHeroes 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.
- 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.
- 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.
- 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.
- Half-Dead consists of five maps and is the Death campaign as Gauldoth creates a new kind of Necromancer kingdom.
- A Pirate's Daughter consists of five maps and is the Chaos campaign as Tawni Balfour becomes Pirate Queen of the Gold Sea.
- Glory of Days Past consists of four maps and is the Might campaign as Waerjak unites the warring Barbarian tribes into one united kingdom.
- by Oliver F.A.
Potions | Items | Treasures | Minor Artifacts | Major Artifacts | Relics |
Potions |
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Vial of Binding Liquid |
When thrown at a creature, it acts as a Slow spell and also restricts a creature's ability to fly |
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Cloud of Despair |
When thrown at a creature or space, all creatures within a 3x3 yard area get a negative 10 to their morale |
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Holy Water |
When a hero drinks it, it casts Death Ward and Bless on the recipient. When thrown at an enemy, it acts as the Holy Word spell |
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Demon Fire |
When thrown at a target it causes a 3x3 yard explosion of flames (same as the Fireball spell) around a target within the line of sight of the caster, doing fire damage to all targets within its blast |
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Potion of Cold |
The melee attacks of the hero who drinks this potion gain the Freeze ability for the duration of one combat |
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Potion of Endurance |
The army who drinks this potion gains +3 movement. Only one potion may be used per day per party |
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Potion of Fire Resistance |
The hero who drinks this potion gains the special Fire Resistance ability for the duration of one combat |
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Potion of Healing |
Heals all of the hero's wounds, and also cures Poison and Plague. It can only be used on the owner |
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Potion of Toughness |
The hit points of the hero who drinks this potion temporarily increases by 25% for the duration of one combat. The effect is not cumulative |
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Potion of Luck |
Gives the hero who drinks this potion maximum positive luck |
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Potion of Mana |
The mana of the hero who drinks this potion increases by 25 points. The spell point total can exceed the hero's normal maximum. It can be used both on the Adventure Map and the Combat Map |
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Potion of Mirth |
Gives the hero who drinks this potion maximum positive morale |
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Potion of Quickness |
The hero who drinks this potion gains an extra attack, lasting for for one full turn |
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Potion of Resistance |
The hero who drinks this potion gains 50% magic resistance for the duration of one combat |
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Potion of restoration |
All negative spell effects are removed from the hero who drinks this potion |
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Potion of Speed |
The speed of the hero who drinks this potion is increased by 3 for the duration of one combat. The effects are not cumulative |
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Vial of Acid |
When thrown on living targets, It reduces their Melee and Ranged Defense by 20%. When thrown on a dead stack, it destroys it |
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Vial of Blinding Smoke |
When thrown, all ranged attacks within a 3x3 yard area do 50% less damage |
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Vial of Choking Gas |
The enemy target does 15% less damage and their Melee and Ranged Defense are reduced by 15%. Does not work on Mechanical, Undead or Elemental creatures |
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Vial of Poison |
Causes the user's attacks to become poisonous. Any target struck by the user in melee or ranged combat will suffer the effects of the Poison spell |
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Potion of Strength |
The melee damage of the hero who drinks this potion increases by 25% for the duration of one combat. The effects are not cumulative |
Comments (1) | Add comment |
- by Oliver F.A.
Potions | Items | Treasures | Minor Artifacts | Major Artifacts | Relics |
Items |
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Axe |
Increases the hero’s melle attack by 8, and decreases the hero´s speed by 1 |
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Chain Mail |
Increases the hero’s melee and ranged attack by 8. It also decreases movement by 1 and increases the casting cost of all spells by 1 point |
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Plate Mail |
Increases the hero’s melee and ranged attack by 10. It also decreases movement by 2 and increases the casting cost of all spells by 2 points |
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Crossbow |
Increases a hero’s ranged attack by 3, and removes all range penalties |
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Greatsword |
Increases a hero’s melee attack by 13. Uses both the left and right hand slots |
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Longbow |
Increases a hero’s ranged attack by 5 |
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Leather |
Increases the hero’s melee and ranged defense by 5 |
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Longsword |
Increases the hero’s melee attack and melee defense by 3 |
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Mage’s Staff |
Reduces the mana cost of all spells by 1 point. Uses both the left and right hand slots |
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Telescope |
Increases a hero’s scouting radius by 1 |
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Shield |
Gives the hero +3 melee and ranged defense |
Add comment |
- by Celestial Heavens
Power Ups - Permanent | Power Ups - Temporary | |||
Stats |
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Spring of Speed +2 Speed for all Heroes in army. |
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Pool of Power +20% Damage, +20% Hit Points for all Heroes in army. |
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Fountain of Vigor +20% Hit Points for all Heroes in army. |
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Fountain of Strenth +20% Hit Points for all Heroes in army. |
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Morale and Luck |
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Fountain of Fortune +1 Luck for all Heroes and Creatures in army. |
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Fountain of Youth +1 Morale for all Heroes and Creatures in army. |
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Clover Field +1 Luck for all Heroes and Creatures in army. |
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Faerie Ring +1 Luck for all Heroes and Creatures in army. |
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Idol of Fortune +1 Luck for all Heroes and Creatures in army. |
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Blessing Stone +1 Morale, +1 Luck for all Heroes and Creatures in army. |
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Rainbow +2 Luck for all Heroes and Creatures in army. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Spell Points |
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Magic Spring Increase Heroes' Spell Points to 100% of Maximun. |
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Lake of the Scarlet Swan Increase Heroes' Spell Points to 80% of Maximun. |
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Magician's Pool Increase Heroes' Spell Points to 65% of Maximun. |
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Fountain of Magic Increase Heroes' Spell Points to 50% of Maximun. |
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Magic Well Increase Heroes' Spell Points to 35% of Maximun. |
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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. |
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Power Ups - Permanent | Power Ups - Temporary |
Comments (3) | Add comment |
- by Celestial Heavens
Power Ups - Permanent | Power Ups - Temporary |
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Stats |
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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. |
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Mercenary Camp +1 Speed (permanent) for all Heroes in army. Cost: Nothing. Heroes can only visit the Mercenary Camp once. |
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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. |
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Training Grounds +3 Attack (permanent) for all Heroes in army. Cost: Nothing. Heroes can only visit the Training Grounds once.
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Emerald of Speed +2 Speed (permanent) for any one Hero in army. |
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Opal of Magic +6 Spell Points (permanent) for any one Hero in army. |
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Ruby of Offense +6 Attack (Melee and Ranged) (permanent) for any one Hero in army. |
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Sapphire of Defense +6 Defense (permanent) for any one Hero in army. |
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Experience |
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Learning Stone One time +1000 Experience for all Heroes in army. Cost: Nothing. |
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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. |
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Tree of Knowledge One time +1 Level for all Heroes in army. Cost: 5 Gems or 2500 Gold. |
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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). |
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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). |
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Skills |
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School of Magic Each Hero in army may learn one of two (random) Schools of Magic. Cost: 2000 Gold. |
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Magic University Each Hero in army may learn up to four Magic Skills. Cost: 2000 Gold. |
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Library Each Hero can increase one Magic Skill (random). Cost: 2000 Gold. |
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Witch Hut Any or all Heroes in army may learn a Magic School (random). Cost: Nothing. |
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School of War Each Hero in army may learn one of two (random) Non-Magic Skills. Cost: 2000 Gold. |
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War University Each Hero in army may learn up to four Non-Magic Skills. Cost: 2000 Gold. |
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Veteran's Guild Each Hero can increase one Non-Magic Skill (random). Cost: 2000 Gold. |
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Beastmaster's Hut Any or all Heroes in army may learn a Non-Magic School (random). Cost: Nothing. |
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Altar of Chaos Magic Increase one Hero’s Chaos Magic Skill. |
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Altar of Combat Increase one Hero’s Combat Skill. |
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Altar of Death Magic Increase one Hero’s Death Magic Skill. |
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Altar of Life Magic Increase one Hero’s Life Magic Skill. |
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Altar of Nature Magic Increase one Hero’s Nature Magic Skill. |
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Altar of Nobility Increase one Hero’s Nobility Skill. |
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Altar of Order Magic Increase one Hero’s Order Magic Skill. |
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Altar of Scouting Increase one Hero’s Scouting Skill. |
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Altar of Tactics Increase one Hero’s Tactics Skill. |
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Power Ups - Permanent | Power Ups - Temporary |
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