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.

Heroes IV Text Collection

Here is a collection of all the storyline texts from Heroes IV's six main campaigns, collected by Corlagon and and Zamfir, and put into .RTF format for your viewing pleasure. Simply click the name of the campaign you wish to read from. For text from the other Heroes games, see the links on the bottom.

Chaos Campaign: A Pirate's Daughter

Death Campaign: Half-Dead

Life Campaign: The True Blade

Might Campaign: Glory of Days Past

Nature Campaign: Elwin and Shaera

Order Campaign: The Price of Peace

(The text from the other games are currently being assembled ...)
Comments (6)   Add comment   

potions potion of quickness item plate mail treasures elven chain mail minor golden plate mail major armor of order relic adamantine armor
Potions Items Treasures Minor Artifacts Major Artifacts Relics

Treasures


Cap of Knowledge

The hero gains +5 spell points and regenerates 1 extra spell point per day


Helm of Seeing

The hero and all friendly targets are immune to Blind


Elven Chain Mail

Increases the hero's Melee and Ranged Defense by 10


Dwarven Hammer

Increases the hero's Melee Attack by 10


David’s Sling

All friendly creatures do 50% more ranged damage to level 4 enemies


War Sling

Increases the hero's Ranged Attack by 10


Parchment of…

Teaches the hero a particular spell. To learn the spell, equip the Parchment in the hero's left hand. The hero must have the sufficient magical skill to learn the spell


Scroll of…

The hero can cast the spell in the scroll at a spell point cost that is half of the spell's normal cost


Dwarven Shield

Gives all friendly targets +20% to their Melee and Ranged Defense. It also gives the hero +3 Melee and Ranged Defense


Apprentice’s Handbook

Contains all first level spells. The hero must have the appropriate magic skills to cast the spells


Cloak of Warding

The hero gains 30% magic resistance


Ring of Health

Increases the hero's hit points by 50%


Ring of Protection

Increases the Melee and Ranged Defense of all friendly targets by 20%


Wizards’s Ring

Increases the hero's spell points by 5, and regenerates +1 spell point per day


Warlord’s Ring

Increases the melee and ranged damage of all friendly targets by 20%


Ring of Strength

Increases the hero's Melee and Ranged Attack by 5


Cart of Ore

Gives +2 ore per day when equipped by a hero


Cart of Lumber

Gives +2 wood per day when equipped by a hero


Purse of Gold

Gives +250 gold per day when equipped by a hero


Bag of Gold

Gives +500 gold per day when equipped by a hero


Viewing Crystal

Gives a hero a +2 scouting radius when equipped


Crystal of Memory

All friendly targets are immune to Forgetfulness


Badge of Courage

All friendly targets are immune to Fear spells and effects


Sextant

Gives a hero +50% movement over the sea


Crest of Valor

Gives all friendly targets +1 morale


Gambler’s Deck

All friendly targets get +1 luck


Horseshoe

All friendly targets get +1 luck


Four Leaf Clover

All friendly targets get +1 luck


Spider’s Silk Arrows

Casts Bind on enemy targets struck by a ranged attack


Arrow of Stuning

The hero's ranged attack has the chance of Stunning the target, depending on the damage done and the toughness of the target


Comments (1)   Add comment   

potions potion of quickness item plate mail treasures elven chain mail minor golden plate mail major armor of order relic adamantine armor
Potions Items Treasures Minor Artifacts Major Artifacts Relics

Minor


Mind Shield

All friendly creatures are immune to all Mind spells


Crown of Enchantment

The hero can cast Mind spells on creatures who are normally immune to Mind spells. (Negated by the Mind Shield.)


Circlet of Winsdom

The hero gains +10 spell points and regenerates 2 extra spell points per day


Magic Amplifier

All friendly creatures use 33% less spell points when casting spells


Mullich’s Helm of Leadership

All friendly targets get +2 morale and +1 speed


Hideous Mask

The hero's attack sends out a wave of Fear that keeps his or her opponent from retaliating.After the attack, the opponent struck by Fear runs away for a short distance


Golden Plate Mail

Increases the hero's Melee and Ranged Defense by 25. It also costs 1 additional spell point to cast all spells


Halberd of the Swiftwatch

Increases a hero's Melee Attack by 25, increases speed by 2, and negates the First Strike ability of enemies. The hero can also attack 2 yards away. Uses both the left and right hand slots


Crusader’s Mace

All friendly targets do +30% melee and ranged damage


Angel’s Blade

Increases the hero's Melee Attack and Melee Defense by 3. All friendly targets do +50% damage against Death creatures


Giant Slayer

Increases the hero's Melee Attack and Melee Defense by 3. The hero does double melee damage to all level four creatures


Valder’s Crossbow of Sloth

Increases the hero's Ranged Attack by 5. Any target the hero strikes with a ranged attack will suffer from the effects of the Slow spell


Sniper’s Crossbow

Increases the hero's Ranged Attack by 3, and negates all range penalties. All friendly creatures also have no range penalties


Nomad Blackbow

Increases the hero's Ranged Attack by 20


Throwing Spear

Increases the hero's Melee and Ranged Attack by 8


Barbarian Throwing Club

Increases the hero's Melee and Ranged Attack by 5. Any creature struck by the hero may be stunned


Steadfast Shield

Gives all friendly targets +30% to their Melee and Ranged Defense. It also gives the hero +3 Melee and Ranged Defense


Wand of Weakness

Casts the Weakness spell. The wand begins each combat with 4 spell points and regenerates 2 spell points per round


Wand of Illusion

Casts the Create Illusion spell. The wand begins each combat with 4 spell points and regenerates 2 spell points per round


Wand of Ice

Casts the Ice Bolt spell. The wand begins each combat with 4 spell points and regenerates 2 spell points per round


Wand of Healing

Casts the Heal spell. The wand begins each combat with 2 spell points and regenerates 2 spell points per round


Wand of Haste

Casts the Haste spell. The wand begins each combat with 2 spell points and regenerates 2 spell points per round


Wand of Fireballs

Casts the Fireball spell. The wand begins each combat with 8 spell points and regenerates 2 spell points per round


Wand of Fire

Casts the Fire Bolt spell. The wand begins each combat with 4 spell points and regenerates 2 spell points per round


Wand of Curses

Casts the Curse spell. The wand begins each combat with 2 spell points and regenerates 2 spell points per round


Wand of Blesses

Casts the Bless spell. The wand begins each combat with 2 spell points and regenerates 2 spell points per round


Wand of Animating Dead

Casts the Animate Dead spell. The wand begins each combat with 4 spell points and regenerates 2 spell points per round


Logbook of the Master Sailor

Increases a hero's movement over the sea by 25%. If the hero has Seamanship, it increases the hero's Offense and Defense skills at sea by 20%


Demonary

All demon type summoning spells (Death Magic) call twice as many creatures


Journeyman’s Notebook

Contains all second level spells. The hero must have the appropriate magic skills to cast the spells


Snowshoes

Gives an army the ability to ignore Snow terrain movement penalties


Boot of the Crocodile

Gives an army the ability to ignore Swamp terrain movement penalties


Fireproof Boots

Gives an army the ability to ignore Volcanic terrain movement penalties


Sandwalker Sandals

Gives an army the ability to ignore Sand terrain movement penalties


Surefooted Boots

Gives an army the ability to ignore Rough terrain movement penalties


Cloak of Distraction

The hero ignores the threat area of enemy troops


Mage’s Robe

The mana cost of all spells cast by the wearer is reduced by 1 point


Cowl of Resistance

The hero gains 50% magic resistance


Cape of Protection

All friendly targets gain 30% magic resistance


Amulet of Fear

Gives the hero the No Retaliation ability, same as the Fear spell


Amulet of the Undertaker

Increases the hero's Necromancy skill by 10% if the hero has the skill. Otherwise, it acts as the Basic Necromancy skill


Statesman’s Medal

Increases the hero's Diplomacy skill by 10% if the hero has the skill. Otherwise, it acts as the Basic Diplomacy skill


Ankh of Life

Increases the hero's Resurrection skill by 5% if the hero has the skill. Otherwise, it acts as the Basic Resurrection skill


Necklace of Charm

Increases the hero's Charm skill by 5% if the hero has the skill. Otherwise, it acts as the Basic Charm skill


Druid’s Chain

Increases the hero's Summoning skill by one level if the hero has the skill. Otherwise, it acts as the Basic Summoning skill


Medal of Honor

All friendly targets get +2 morale


Ring of Permanency

All friendly targets are immune to Dispel, Cancellation, and Steal Enchantment


Ring of Speed

Gives all friendly targets +2 to their speed in combat


Ring of the Elementals

All Summon Elemental spells create twice as many creatures as normal


Ring of Lesser Negation

When casting spells, the hero ignores all "Ward" limitations caused by creature abilities and spells


Ring of the Cobra’s Eye

Creatures struck by the hero during combat are Poisoned (same as the Death spell)


Leprechaun’s Ring

Gives +2 luck to all friendly targets


Equestrian’s Gloves

Provides +25% movement on land


Crystal Figurine

Gives +1 crystal per day when equipped by a hero


Gem Casket

Gives +1 gem per day when equipped by a hero


Flask of Mercury

Gives +1 mercury per day when equipped by a hero


Brazier of Sulfur

Gives +1 sulfur per day when equipped by a hero


Sack of Gold

Gives +750 gold per day when equipped by a hero


Poison Arrow

Creatures struck by the hero's ranged attack are Poisoned, same as the Death spell


Arrow of Slaying

Gives the hero the Slayer ability during ranged attacks


Purse of Penny Pinching

The hero gains a 10% discount on all creature purchases when this item is equipped. It only works if the hero is doing the actual hiring and will not work through the Caravan screen


Comments (1)   Add comment   

potions potion of quickness item plate mail treasures elven chain mail minor golden plate mail major armor of order relic adamantine armor
Potions Items Treasures Minor Artifacts Major Artifacts Relics

Major


Helm of Command

All friendly targets get +20% to their Melee and Ranged Attack, +20% to their Melee and Ranged Defense, and +1 to their speed


Helm of Power

The hero gains +20 spell points and regenerates 4 extra spell points per day


Seaman’s Hat

The hero gets no penalty for disembarking or boarding a ship


Armor of Chaos

Increases the hero's Melee and Ranged Defense by 20, and also grants them Order Ward


Armor of Death

Increases the hero's Melee and Ranged Defense by 20, and also grants them Life Ward


Armor of Life

Increases the hero's Melee and Ranged Defense by 20, and also grants them Death Ward


Armor of Order

Increases the hero's Melee and Ranged Defense by 20, and also grants them Chaos Ward


Breastplate of Regeneration

Increases the hero's Melee and Ranged Defense by 20, and also regenerates 20 hit points plus 2 per level


Brimstone Breastplate

Increases the hero's Melee and Ranged Defense by 20, and also grants them Fire Shield


Dragon Scale Armor

Increases the hero's Melee and Ranged Defense by 25. Also grants the wearer the Fire Resistance ability


Gryphonheart’s Plate Mail

Increases the hero's Melee and Ranged Defense by 30


Scale Mail of Strength

Increases the hero's Melee and Ranged Defense by 10, and also increases their Melee and Ranged Attack by 10


Unnatural Armor

Increases the hero's Melee and Ranged Defense by 20, and also grants them Nature Ward


Tynan’s Dagger of Despair

Targets struck with this weapon receive maximum negative morale as the Death spell, Sorrow


Axe of Legends

Increases the hero's Melee Attack by 8. Friendly targets gain +40% melee and ranged damage


Flaming Sword

Increases the hero's Melee Attack and Melee Defense by 3. In addition, the hero does 30 hit points of Fire damage plus 3 per level of the hero


Sword of Swiftness

Increases the hero's Melee Attack and Melee Defense by 6. The hero also gains an extra melee attack


Soul Stealer

Increases the hero's Melee Attack and Melee Defense by 4. For every 2 hit points of damage done, the hero gains 1 hit point


Spear of the Centaur

Increases the hero's Melee and Ranged Attack by 8, and all friendly ranged creatures suffer no penalty when fighting hand-to-hand


Emerald Longbow

Increases the hero's Ranged Attack by 30


Lion’s Shield of Courage

Increases the Melee and Ranged Defense of all friendly creatures by 40%. It also gives the hero +3 Melee and Ranged Defense


Shield of Chaos

Gives all friendly targets Order Ward and +30% to their Melee and Ranged Defense. It also gives the hero +3 Melee and Ranged Defense


Life Shield

Gives all friendly targets Death Ward and +30% to their Melee and Ranged Defense. It also gives the hero +3 Melee and Ranged Defense


Death Shield

Gives all friendly targets Life Ward and +30% to their Melee and Ranged Defense. It also gives the hero +3 Melee and Ranged Defense


Shield of Order

Gives all friendly targets Chaos Ward and +30% to their Melee and Ranged Defense. It also gives the hero +3 Melee and Ranged Defense


Unnatural Shield

Gives all friendly targets Nature Ward and +30% to their Melee and Ranged Defense. It also gives the hero +3 Melee and Ranged Defense


Dragon Scale Shield

Gives all friendly creatures +30% to their Melee and Ranged Defense and the Fire Resistance ability. It also gives the hero +3 Melee and Ranged Defense


Saint Ranan’s Staff

Doubles the effect of all healing spells. Resurrects 20% of all killed creatures after combat, fractions always rounded down. Uses both the left and right hand slots


Staff of Death

Gives the hero plus 50% to the damage and power level of Death spells. Uses both the left and right hand slots


Staff of Wizardry

Reduces the mana cost of all Order spells by 50%. The minimum cost of any spell is 1 point. Uses both the left and right hand slots


Staff of Power

Reduces the cost of all spells by 1/3. The minimum spell cost is one point. Uses both the left and right hand slots


Staff of Summoning

Reduces the cost of creature summoning spells by 50% with a minimum cost of 1 point.Uses both the left and right hand slots


Mayhem Staff

All Chaos direct damage spells do 50% more damage. Uses both the left and right hand slots


Tome of Order

Contains all Order Magic spells. The hero must have the corresponding Order Magic skills to cast the spells


Tome of Nature

Contains all Nature Magic spells. The hero must have the corresponding Nature Magic skills to cast the spells


Tome of Life

Contains all Life Magic spells. The hero must have the corresponding Life Magic skills to cast the spells


Tome of Death

Contains all Death Magic spells. The hero must have the corresponding Death Magic skills to cast the spells


Tome of Chaos

Contains all Chaos Magic spells. The hero must have the corresponding Chaos Magic skills to cast the spells


Master’s Spellbook

Contains all third level spells. The hero must have the appropriate magic skills to cast the spells


Guildmaster’s Compendium

Contains all fourth level spells. The hero must have the appropriate magic skills to cast the spells


Boots of Travel

Gives an army +50% movement on land


Boots of the Explorer

Gives an army the ability to ignore all terrain penalties


Winged Sandals

Gives all friendly creatures +2 movement in combat


Robe of the Guardian

The hero is immune to the damage taken from the first three attacks of each combat


Mantle of Spell Turning

The hero gains 70% magic resistance


Ring of Regeneration

Restores 20 hit points plus 2 per level of the hero (rounded down) per round of combat


Fizbin of Misfortune

Casts Misfortune on all enemy targets as long as a hero has it equipped


Mirror of Revenge

The hero gains the Magic Mirror ability (same as the Chaos Magic spell)


Shackles of War

No army may retreat or surrender during combat


Maranthea’s Mug

Gives all friendly targets +3 morale


Comments (1)   Add comment   

potions potion of quickness item plate mail treasures elven chain mail minor golden plate mail major armor of order relic adamantine armor
Potions Items Treasures Minor Artifacts Major Artifacts Relics

Relics


Supreme Crown of the Magi

The hero gains +50 spell points and regenerates 10 extra spell point per day


Adamantine Armor

Increases the hero's Melee and Ranged Defense by 50


Sword of the Gods

Increases the hero's Melee Attack and Melee Defense by 3. All friendly targets do +50% damage


Thunder Hammer

Increases the hero's Melee Attack skill by 8, and does 70 hit points of lightning damage plus 7 per level of the hero. Uses both the left and right hand slots


Bull Rune Battleaxe

Increases the hero's Melee Attack by 50


Bow of the Elf King

Increases the hero's Ranged Attack by 5. All friendly ranged creatures gain +1 shot per ranged attack


Horned Bow

Increases the hero's Ranged Attack by 50


Adamantine Shield

Gives all friendly targets +50% to their Melee and Ranged Defense. It also gives the hero +3 Melee and Ranged Defense


Archmage’s Codex

Contains all fifth level spells. The hero must have the appropriate magic skills to cast the spells


Neener’s Invulnerable Cloak

The hero gains 100% magic resistance


Scarab of Summoning

Increases the power of the hero's summoning, raise, and illusion spells by 100%


Ring of Greater Negation

All spell immunities and protections are negated for all creatures and heroes, friend and foe alike


Flaming Arrow

The hero's normal ranged damage now does fire damage in a 3x3 yard radius


Comments (4)   Add comment   

Subcategories