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.

Tips for Siege Battles

In multiplayer and single-player alike, siege battles are almost inevitable, for the simple fact that towns nearly always need to be taken over at one point or another. How you do it is entirely up to you, but following some of these suggestions might increase your effectiveness in such battles.

The Medusas need to go down first

Attacking

Attacking a fully built-up town that contains high-level heroes and large stacks of long-range troops is never an easy task, even if you have the same. Despite their great expense, the Citadel and Castle vastly improve the defender’s effectiveness in siege combat. Unfortunately for you, the sieger, there isn’t much to help you other than what you bring with you. Here are some general tips:

  • Never attack a ranged stack on a Castle tower with one of your ranged stacks, unless there is either a way to get full damage (like Ballistae, Precision, or Master Archers) or the defending troop you are shooting at is puny (a group of 147 Elves won’t take much damage from the three Halflings you’re attacking). But generally, the stack on the tower will do 4-8 times as much as you will do if the stacks are of equal strength.

    Avoid attacking a strong stack on a castle tower

  • If you have a chance early on, and there is a Hero on top of a siege tower with no long-range capabilities, kill it if you think you’re going to win the battle. If you don’t think you can win, save the Hero until later, because it will just get resurrected in the town after the battle ends.
  • When playing against the AI, don’t open the drawbridge until none of their units can hurt you from where they are (i.e., no Heroes, spellcasters, or long-range units), because if the drawbridge isn’t open, or if none of your troops are in the moat, they usually won’t come out. However, in multiplayer, your enemies won’t show such mercy, and will often come out to attack you soon. In that case, send out any double-attacking units you have (Berserkers, Crusaders, Wolves, etc.) to knock down the drawbridge. Remember that in one strike a hit to the drawbridge can do no more than 50 damage points, but a double-striker can do 50 x 2 = 100 in one attack.
  • Do whatever you can to stop the ranged units/spellcasters on the towers from doing anything useful (or at least limit their usefulness).
  • Don’t stay in the moat too long. Your defense and damage are lowered there.
  • Once you break into the town, get your troops onto any empty towers. You still gain the benefits from them, although you’re defending. The same goes for staying right inside the castle walls.
  • Never underestimate the effects of Poison, Plague, or any mass cursing spells.
  • Any area-effect spells/attacks targeted at a castle tower will also affect nearby units on the ground surrounding the tower.

Defending

When you’re defending, everything’s playing out in your favor. Just don’t do anything stupid! No, but seriously, if you act like, say, the AI, you’ll do considerably worse than you would otherwise. Here are some general tips for siege defense.

  • Consider buying the Citadel/Castle only if they’re needed for a creature dwelling (Thunderbirds, Griffins, Titans, etc.) or if you know you’ll get attacked. Otherwise, it’s a waste of 7500 gold each.
  • The Castle’s towers are your best tools in siege defense. Ranged troops attacking you only do one-quarter to one-eighth of their normal damage when attacking troops on the towers, while your own ranged troops always do full damage. However, they are more vulnerable to spell effects and (weakened) ranged fire. Do whatever you can to keep important ground/flying troops off the towers, and reserve those spots for Heroes (with offensive magic or ranged capabilities), offensive spellcasters (like Faerie Dragons, Magi, Genies, and Evil Eyes), and ranged troops.
  • Remember that Fireballs, Clouds of Confusion, Cyclops attacks, and other area-effect spells or attacks will affect not only troops on the towers but also ground troops surrounding that tower. Make sure you spread out your troops on their first turn.
  • If you become poisoned, either have the poisoned troop kill whatever it can before it dies or heal it (Dispel, Exorcism, Anti-Magic, and Bind Wound don’t stop Poison).
  • When should you leave the confines of your town walls? It really depends on the circumstances. Generally, due to the defensive bonuses obtained from remaining inside them, it’s best to stay in as long as you can. However, if you think that you can win with fewer losses by going out, by all means go for it!
  • In Citadels and Castles, the defending troops just inside the wall get a defensive bonus. When attacking troops in the moat, don’t go all the way around; stay inside the walls to do some extra damage.
  • Don’t let your enemies climb up onto your own Castle towers. They will receive the benefits you could’ve gotten.
  • With Forts and Citadels, any ranged troops or Heroes will be automatically placed right next to your walls, regardless of front/back rows. Spellcasting troops don’t get that luxury (or is it a bad thing...?).

Town-Specific

In Heroes IV, each town is unique in its theme, spells, and creatures. In this section I’ll highlight the troops and spells that perform the best in siege combat, and how to use them more effectively.

Haven

The Haven, the town of defensive and healing spells, is quite good for siege defense. With Ballistae, Crossbowmen, and Monks on the towers, the enemy troops will have a fun time trying to get you without dying. Of course, in most situations you won’t be choosing both Ballistae and Crossbowmen; in that case, you can replace the missing ranged troop with a Knight with the Archery skill (or an Archer, if you hired one of those). Also, remember the helpful mass Ward spells. Since your enemy’s army will usually be mainly of one alignment, having the right mass Ward spell will make it much harder for your enemy to kill you. Combine that with Celestial Armor when need be, and if you picked up some Order or Nature Magic, try casting Precision, Slow, Displacement, and Create Illusion (on a ranged troop, preferably). Taking over a town with only Life troops is a different story. Due to their defensive nature, you’ll be hard-pressed to do that much damage to the enemy troops. Song of Peace is a helpful tool against enemy ranged-attackers and spellcasters; against the AI, they will often take the ranged troops off their Castle towers and bring them right next to the wall for some reason. While that’s the only “curse” spell in the Life spell book, Monk heroes will be happy to use some of their Order spells against the enemy, including Forgetfulness, Displacement, (Mass) Precision (always do full damage, plus a 25% bonus!), Blind, Berserk, Hypnotize... take your pick! Remember that Crusaders can do two blows to the drawbridge, and that Pikemen can sometimes attack through the walls without standing in the moat. Angels’ Resurrection ability should be used with great care, and when the enemy least expects it!

Preserve

This town just wasn’t built for siegin’. While Waspworts, Elves, and Fire/Water Elementals can be useful on the Towers, they’re often too slow to want to take with you elsewhere. Giant/Dragon Strength can be used to pump up your ranged troops or Archer Hero (hopefully with Grandmaster Archery), but everyone knows that Nature’s strong point is summoning. Until you get to the higher levels of Nature Magic, you won’t summon too much useful for defending sieges. If you do in fact get the chance, summoning Faerie Dragons, Fire/Water Elementals, or Waspworts and placing them on your towers can be a great boon to your defense. In fact, Faerie Dragons are one of the few saving graces the Preserve has in siege defense. Being able to cast Confusion several times, these guys will keep strong, reflecting harmful spells and taking little damage from ranged troops. Good luck in attacking. With primarily ground troops, the Preserve sieging army will have to make do with the less-effective ranged attackers it has. Use the Faerie Dragons’ Confusion and Fireball as much as possible (remember that Fireball effects both troops on towers and surrounding them), and also the Druids’ Wasp Swarm. Summon Phoenixes or Griffins, if you get that much expertise in Nature Magic. Also, when attacking, get Griffins (preferably with Snake Strike cast on them) to go up on the Castle towers. They just won’t die! Also keep in mind that Wolves can attack the drawbridge twice (if you have enough to do 50 damage points each time...)

Asylum

With everyone’s favorite Black Dragon residing here, the Asylum has many tools for both attacking and defending. For defending, get your Orcs up on those towers to do up to eight times more damage than normal, surprising your human enemies quite a bit. If going for Medusas, get them up there too, to take out first their Heroes, then their high-level troops. Sorcerers/Sorceresses can cast (Cloud of) Confusion to disable their enemies, and hopefully cast Cat Reflexes on the Medusas. Minotaurs are not a good idea for siege defense, since Medusas are so darn effective. Bandits are practically useless, except as fodder. While both Efreeti and Nightmares are useful troops, due to Nightmares’ Terror ability and higher durability, they are the better choice for siege defense. As for siege attacking, it’s back to the Medusas again. While it breaks my general rule concerning never attacking another ranged troop, you might want to with Medusas. Attack Heroes, Cyclopes, Monks, and Titans first, while Terror-izing and Confusing their troops at the same time. Black Dragons’ Breath Attack will sometimes allow you to get the drawbridge and another unit simultaneously; go for it! Don’t even think about using the Orcs’ ranged attack on anyone on the towers!

Necropolis

The “Infernopolis,” this town isn’t the best for siege defense. Most people overlook the Venom Spawn in lieu of Vampires, so that leaves most Death-aligned armies without a ranged attacker except a Death Knight with a bow or Archery skill. Death is also surprisingly without a disabling spell. However, Mass Weakness/Curse and Plague are some really nice harmful spells, and you might even want to go with an occasional Raise or Animate spell to add some lost troops. Don’t underestimate the use of Imps on an arrow tower; they’re easy fodder that give your Necromancers some extra spell power. Make sure you don’t do anything stupid to waste your Vampires.

On the contrary, the Necropolis is quite effective in starting the sieges. While Death itself is without disabling spells, a Shadow Mage might find Order’s many disabling spells (see Academy) quite useful. Devils (especially with Aura of Fear and/or Vampiric Touch) are awesomely effective, being able to Teleport over the walls on turn one to attack whatever enemies might be on the Castle towers; still, Bone Dragons are very nice units with built-in Fear. Vampires and Venom Spawn are nearly equally effective in this respect, with the Venom Spawn’s poisoning ability giving it much higher points than normal in the usually-lengthier siege battles. Imps’ Mana Leeching is especially helpful in these long sieges, potentially wiping out some mana-dependent creature abilities: Resurrection, Terror, Rebirth, and Summon Ice Demon, to name a few. This ability also gives your Necromancer some extra spellcasting time, or possibly gives your Devils another chance to Summon Ice Demons.

Victory, at last!

Academy

While only two normal ranged attackers, the two spellcasting units also give Order a slight edge in the field of siege combat. Unfortunately, Halflings, Magi, Genies, and Titans won’t fit onto three Castle towers, but chances are you won’t get all three of the aforementioned units. If you do, keep the Magi on the ground to Poison the enemy, or keep the Genies low to Create Illusion after illusion. Magi have a wide range of helpful spells for siege defense, including Mass Slow, Mass Dispel (sometimes), Berserk (always nice, regardless of the combat), and some borrowed spells from Life and/or Death. However, the Academy’s strength lies not in siege defense, but siege attacking.

Order is probably the best faction when it comes to pillaging a town. Genies’ Song of Peace and the wide range of disabling-type spells (Forgetfulness, Blind, Berserk, Hypnotize) plus the silent killer, the level 1 Displacement to kick ranged troops off of the towers, aid in attaining this high rank. Mass Blur is also good to assure that even if the ranged attackers can attack, they won’t do much. Precise Halflings and Titans will do a surprising amount of damage, in surprising numbers due to the Lords’ Nobility. You may choose to purchase Golems, for their durability, or Magi, for their Magic Fist, Blur, and especially Poison. It’s really based on the player’s style. But pretty much regardless, the Academy is an excellent sieger.

Stronghold

The mighty Stronghold can be a very nice defending town. By placing Cyclopes and Centaurs (x8 normal damage) on the Castle towers, you have one free spot you may choose to devote to an archer Hero, or to Harpies to slowly pick away at the enemy while still maintaining their spot guarding the enemy from stealing the tower. Whether you choose Behemoths or Thunderbirds, wait until the gate is knocked down or until there are enemies in the moat before you come out and attack, because of Thunderbirds’ fragility and Behemoths’ tendency to be targeted. It is also good to note that Berserkers won’t attack anyone until the gate is knocked down or there is a troop within the walls.

While not great in sieges, Might holds its own. Cyclopes can attack both a troop on the tower and on the ground without fear of retaliation. Harpies can either go for the drawbridge or if lucky, get some troops behind the wall. Berserkers, once they finally reach the drawbridge, can deliver two mighty blows to it. As for the Centaurs, they will do practically no damage to anyone on the towers, so don’t waste their 4 shots. Instead, bring them closer so once the drawbridge is down, they can do half or full damage to the enemy, rather than one-eighth.


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Skills

Skill Mastery

Primary Skills

Secondary Skills

Nobility

NobilityPrimary skill, makes the hero Governor of certain town, and improves the weekly creature generation.

Basic: Basic Nobility increases all creature growth by 10% in the town that recognizes the hero as its governor. It also allows the hero to learn Advanced Estates, Advanced Mining, and Advanced Diplomacy.

Advanced: Advanced Nobility increases all creature growth by 20% in the town that recognizes the hero as its governor. It also allows the hero to learn Master Estates, Master Mining, and Master Diplomacy.

Expert: Expert Nobility increases all creature growth by 30% in the town that recognizes the hero as its governor. It is required to learn Grandmaster Estates, Grandmaster Mining, and Grandmaster Diplomacy.

Master: Master Nobility increases all creature growth by 40% in the town that recognizes the hero as its governor.

Grandmaster: Grandmaster Nobility increases all creature growth by 50% in the town that recognizes the hero as its governor.

Estates

Estates Secondary skill produces gold for the Kingdom.

Basic: Basic Estates gives the hero the ability to produce an extra 100 gold per day for their kingdom, plus 10% per level of the hero. It is required to learn Expert Nobility.

Advanced: Advanced Estates gives the hero the ability to produce an extra 200 gold per day for their kingdom, plus 10% per level of the hero. It is required to learn Master Nobility.

Expert: Expert Estates gives the hero the ability to produce an extra 300 gold per day for their kingdom, plus 10% per level of the hero. It is required to learn Grandmaster Nobility.

Master: Master Estates gives the hero the ability to produce an extra 400 gold per day for their kingdom, plus 10% per level of the hero.

Grandmaster: Grandmaster Estates gives the hero the ability to produce an extra 500 gold per day for their kingdom, plus 10% per level of the hero.

Mining

Mining Secondary skill produces resources for the Kingdom.

Basic: Basic Mining allows the hero to produce 2 each of wood and ore, plus 10% per level of the hero, over a 5 day period. It is required to learn Expert Nobility.

Advanced: Advanced Mining allows the hero to produce 2 each of wood and ore, and 2 other resources, plus 10% per level of the hero, over a 5 day period. The 2 other resources cycle 1 each through gems, mercury, sulfur, and crystals - in that order. It is required to learn Master Nobility.

Expert: Expert Mining allows the hero to produce 2 each of wood and ore, and 4 other resources, plus 10% per level of the hero, over a 5 day period. The 4 other resources cycle 1 each through gems, mercury, sulfur, and crystals - in that order. It is required to learn Grandmaster Nobility.

Master: Master Mining allows the hero to produce 3 each of wood and ore, and 5 other resources, plus 10% per level of the hero, over a 5 day period. The 5 other resources cycle 1 each through gems, mercury, sulfur, and crystals - in that order.

Grandmaster: Grandmaster Mining allows the hero to produce 4 each of wood and ore, and 6 other resources, plus 10% per level of the hero, over a 5 day period. The 6 other resources cycle 1 each through gems, mercury, sulfur, and crystals - in that order.

Diplomacy

Diplomacy Secondary skill is pre combat bonus. With Diplomacy, hero can persuade wandering or enemy monsters (not lead by hero) to join his cause.

Basic: Basic Diplomacy gives the hero the ability to convince 30% of greatly outnumbered hostile creatures to desert for a price. The hero can sway no more than 120 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 80% of normal.

Advanced: Advanced Diplomacy gives the hero the ability to convince 40% of greatly outnumbered hostile creatures to desert for a price. The hero can convince no more than 240 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 70% of normal.

Expert: Expert Diplomacy gives the hero the ability to convince 50% of greatly outnumbered hostile creatures to desert for a price. The hero can convince no more than 360 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrenduring is 60% of normal.

Master: Master Diplomacy gives the hero the ability to convince 60% of greatly outnumbered hostile creatures to desert for a price. The hero can sway no more than 480 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 55% of normal.

Grandmaster: Grandmaster Diplomacy gives the hero the ability to convince 70% of greatly outnumbered hostile creatures to desert for a price. The hero can sway no more than 600 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 50% of normal.

Scouting

Scouting Primary skill acts like the Scouting secondary skill from Heroes III, plus it acts as Counter of the Stealth Secondary skill.

Basic: Basic Scouting gives the hero a +1 scouting radius and the ability to learn the traits of any adventure object. The hero can also see enemies with Basic Stealth on the Adventure Map. It is required to learn Advanced Pathfinding, Advanced Seamanship, and Basic Stealth.

Advanced: Advanced Scouting gives the hero a +2 scouting radius and the ability to learn the exact number of creatures in a hostile army. The hero can also see enemies with Advanced Stealth on the Adventure Map. It is required to learn Master Pathfinding, Master Seamanship, and Advanced Stealth.

Expert: Expert Scouting gives the hero a +3 scouting radius and the ability to estimate the outcome of a battle with an enemy army. The hero can see enemies with Expert Stealth on the Adventure Map. It is required to learn Grandmaster Pathfinding, Grandmaster Seamanship, and Expert Stealth.

Master: Master Scouting gives the hero a +4 scouting radius and the ability to learn the skills of enemy heroes. The hero can see enemies with Master Stealth on the Adventure Map. Required to learn Master Stealth.

Grandmaster: Grandmaster Scouting gives the hero a +5 scouting radius and the ability to view enemy Town and Army Screens. The hero can see enemies with Grandmaster Stealth on the Adventure Map. Required to learn Grandmaster Stealth.

Pathfinding

Pathfinding acts like Logistics and Pathfinding secondary skills from Heroes III, merged into one, more efficient skill.

Basic: Basic Pathfinding reduces the hero's penalty for traveling over hostile terrain by 25%. It is required to learn Expert Scouting.

Advanced: Advanced Pathfinding reduces the hero's penalty for traveling over hostile terrain by 50%. It is required to learn Master Scouting.

Expert: Expert Pathfinding gives the hero no penalty when traveling over hostile terrain. It is required to learn Grandmaster Scouting.

Master: Master Pathfinding gives the hero +25% movement and no penalty when traveling over hostile terrain. It is required to learn Grandmaster Scouting.

Grandmaster: Grandmaster Pathfinding gives the hero +50% movement and no penalty when traveling over hostile terrain.

Seamanship

Seamanship acts like the Navigation secondary skill from Heroes III, plus like Primary skill Tactics and it's three Secondary skills, all merged into one powerful skill.

Basic: Basic Seamanship gives the hero +25% movement at sea. It acts like Basic Tactics, Basic Offense, and Basic Defense in sea battles.

Advanced: Advanced Seamanship gives the hero +50% movement at sea. It acts as Advanced Tactics, Advanced Offense, and Advanced Defense in sea battles.

Expert: Expert Seamanship gives the hero +100% movement at sea. It acts as Expert Tactics, Expert Offense, and Expert Defense in sea battles.

Master: Master Seamanship gives the hero +150% movement at sea. It acts as Master Tactics, Master Offense, and Master Defense in sea battles.

Grandmaster: Grandmaster Seamanship gives the hero +200% movement at sea. It acts as Grandmaster Tactics, Grandmaster Offense, and Grandmaster Defense in sea battles.

Stealth

Stealth Secondary skill makes the hero ultimate spying and surprising weapon. There is also special Stealthing bonus that hero gets if the stands one field next to the monsters that cannot see him. This bonus is 1/4 experience points of the total amount of experience points that hero will get if that particular army is defeated.

Basic: Basic Stealth makes the hero invisible to 1st level creatures and heroes with no Scouting skill on the Adventure Map. Enemies can see the hero if they are adjacent. The hero can only hide himself, not other creatures or heroes.

Advanced: Advanced Stealth makes the hero invisible to 2nd level creatures and heroes on the Adventure Map, even if the hero has Basic Scouting. The hero can be seen by 2nd level creatures and heroes with Basic Scouting if they are adjacent. The hero can only hide himself, not other creatures or heroes.

Expert: Expert Stealth makes the hero invisible to 3rd level creatures and heroes on the Advanture Map, even if they have Advanced Scouting. The hero can be seen by 3rd level creatures and heroes with Advanced Scouting if he is adjacent. The hero can only hide himself, not other creatures or heroes.

Master: Master Stealth makes the hero invisible to all creatures and heroes on the Adventure Map, even if they have Expert Scouting. The hero can be seen by 4th level creatures and heroes with Expert Scouting if he is adjacent. The hero can only hide himself, not other creatures or heroes.

Grandmaster: Grandmaster Stealth makes the hero invisible to all creatures and heroes on the Adventure Map, even if they have Master Scouting. The hero can be seen by heroes with Master Scouting if he is adjacent. The hero can only hide himself, not other creatures or heroes.

Tactics

Tactics Primary skill is that what in Heroes III Attack and Defense were. Bonuses of this skill, are applied only and only on the army. Heroes does not benefit from this bonuses.

Basic: Basic Tactics gives all friendly creatures +1 speed and +2 movement. It also allows you to learn Advanced Offense, Advanced Leadership and Advanced Defense.

Advanced: Advanced Tactics gives all friendly creatures +2 speed and +3 movement. It also allows you to learn Master Offense, Master Leadership and Master Defense.

Expert: Expert Tactics gives all friendly creatures +3 speed and +4 movement. It also allows you to learn Grandmaster Offense, Grandmaster Leadership and Grandmaster Defense.

Master: Master Tactics gives all friendly creatures +4 speed and +5 movement.

Grandmaster: Grandmaster Tactics gives all friendly creatures +5 speed and +6 movement.

Offense

Offense Secondary skill improves the attack ability of the army. It acts like Offense and Archery secondary skills from Heroes III merged into one, more efficient skill.

Basic: Basic Offense gives all friendly creatures +10% to their Melee and Ranged Attack. It is required to learn Expert Tactics.

Advanced: Advanced Offense gives all friendly creatures +20% to their Melee and Ranged Attack. It is required to learn Master Tactics.

Expert: Expert Offense gives all friendly creatures +30% to their Melee and Ranged Attack. It is required to learn Grandmaster Tactics.

Master: Master Offense gives all friendly creatures +40% to their Melee and Ranged Attack.

Grandmaster: Grandmaster Offense gives all friendly creatures +50% to their Melee and Ranged Attack.

Defense

Defense Secondary skill improves the Defense ability of the army. It acts like Armorer secondary skill from Heroes III.

Basic: Basic Defense increases the Melee and Ranged Defense of all friendly creatures by 10%. Required to learn Expert Tactics.

Advanced: Advanced Defense increases the Melee and Ranged Defense of all friendly creatures by 20%. Required to learn Master Tactics.

Expert: Expert Defense increases the Melee and Ranged Defense of all friendly creatures by 30%. Required to learn Grandmaster Tactics.

Master: Master Defense increases the Melee and Ranged Defense of all friendly creatures by 40%.

Grandmaster: Grandmaster Defense increases the Melee and Ranged Defense of all friendly creatures by 50%.

Leadership

Leadership improves Morale and Luck of the army. It acts like Leadership and Luck secondary skills from Heroes III, merged into one, more efficient skill.

Basic: Basic Leadership gives all friendly creatures +1 morale and +1 luck.

Advanced: Advanced Leadership gives all friendly creatures +2 morale and +2 luck.

Expert: Expert Leadership gives all friendly creatures +3 morale and +3 luck.

Master: Master Leadership gives all friendly creatures +4 morale and +4 luck.

Grandmaster: Grandmaster Leadership gives all friendly creatures +5 morale and +5 luck.

Combat

Combat Primary skill and it's bonuses reflect on hero and hero only. This skill improve the fighting abilities of your heroes. And have no effect on the army.

Basic: Basic Combat increases the hero's Melee and Ranged Defense to 15. It is required to learn Advanced Melee, Advanced Archery, and Advanced Magic Resistance.

Advanced: Advanced Combat increases the hero's Melee and Ranged Defense to 20. It is required to learn Master Melee, Master Archery, and Master Magic Resistance.

Expert: Expert Combat increases the hero's Melee and Ranged Defense to 30. It is required to learn Grandmaster Melee, Grandmaster Archery, and Grandmaster Magic Resistance.

Master: Master Combat increases the hero's Melee and Ranged Defense to 40. It is required to learn Grandmaster Melee and Grandmaster Archery.

Grandmaster: Grandmaster Combat increases the hero's Melee and Ranged Defense to 60.

Melee

Basic: Basic Melee increases the hero's Melee Attack to 15, and divides the natural defense of enemy creatures by 1.5. The Melee skill never reduces an enemy's defense below 10, and never reduces an enemy hero's defense.

Advanced: Advanced Melee increases the hero's Melee Attack to 20, and divides the natural defense of enemy creatures by 2.

Expert: Expert Melee increases the hero's Melee Attack to 30, and divides the natural defense of enemy creatures by 3. The hero also gains the ability to attack enemies before they can retaliate.

Master: Master Melee increases the hero's Melee Attack to 40, and divides the natural defense of enemy creatures by 4.

Grandmaster: Grandmaster Melee increases the hero's Melee Attack to 40, and divides the natural defense of enemy creatures by 4. The hero also gains the ability to attack enemies before they can retaliate and strikes a second time after an enemy retaliates.

Archery

Basic: Basic Archery gives the hero a Ranged Attack of 15, and divides the natural defense of enemy creatures by 1.5. Archery never reduces an enemy creature's defense below 10, and never reduces an enemy hero's defense.

Advanced: Advanced Archery increases the hero's Ranged Attack to 20, and divides the natural defense of enemy creatures by 2. Heroes with Advanced Archery do full damage with ranged attacks against defenders behind castle walls and other obstacles.

Expert: Expert Archery increases the hero's Ranged Attack to 30, and divides the natural defense of enemy creatures by 3. Heroes with Expert Archery do full damage at any range and full damage to enemies behind castle walls and other obstacles.

Master: Master Archery increases the hero's Ranged Attack to 40, and divides the natural defense of enemy creatures by 4. Heroes with Master Archery shoot before an enemy ranged troop can retaliate, does full damage at any range, and does full damage to enemies behind castle walls and other obstacles.

Grandmaster: Grandmaster Archery increases the hero's Ranged Attack to 40, and divides the natural defense of enemy creatures by 4. Heroes with Grandmaster Archery can shoot before any ranged troop can retaliate, and shoots a second time after they retaliate. They also do full damage at any range and full damage to enemies behind castle walls and other obstacles.

Magic Resistance

Basic: Basic Magic Resistance gives the hero the ability to resist hostile spells 30% of the time.

Advanced: Advanced Magic Resistance gives the hero the ability to resist hostile spells 50% of the time.

Expert: Expert Magic Resistance gives the hero the ability to resist hostile spells 70% of the time.

Master: Master Magic Resistance gives the hero the ability to resist hostile spells 80% of the time.

Grandmaster: Grandmaster magic Resistance gives the hero the ability to resist hostile spells 100% of the time.

Life Magic

Each Primary magic skill acts like the Wisdom secondary skill from Heroes III. This one particular, acts like wisdom for Life spells.

Basic: Basic Life Magic gives the hero the ability to cast Level One Life Magic spells. It is also required to learn Basic Healing and is one of the requirements for Advanced Resurrection.

Advanced: Advanced Life Magic gives the hero the ability to cast Level Two Life Magic spells. It is also required to learn Basic Spirituality and is one of the requirements for Master Resurrection.

Expert: Expert Life Magic gives the hero the ability to cast Level Three Life Magic Spells. It is also required to learn Grandmaster Resurrection.

Master: Master Life Magic gives the hero the ability to cast Level Four Life Magic Spells.

Grandmaster: Grandmaster Life Magic gives the hero the ability to cast Level Five Life Magic Spells.

Healing

Every magic Primary skill has one secondary skill that increases the amount of mana, needed for casting spells. Healing is the one for the Life magic Primary skill. Healing acts like the Intelligence secondary skill from Heroes III.

Basic: Basic Healing gives the hero 10 spell points. It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Life Magic.

Advanced: Advanced Healing gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Life Magic.

Expert: Expert Healing gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Life Magic.

Master: Master Healing gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Life Magic.

Grandmaster: Grandmaster Healing gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Life Magic.

Spirituality

Every magic Primary skill has one secondary skill that improves the effectiveness of it's spells. Spirituality is the one for the Life magic Primary skill. Spirituality acts like the Sorcery secondary skill from Heroes III.

Basic: Basic Spirituality increases the effectiveness of Life Magic spells by 20%. It is one of the requirements for Expert Life Magic.

Advanced: Advanced Spirituality increases the effectiveness of Life Magic spells by 40%. It is one of the requirements for Master Life Magic.

Expert: Expert Spirituality increases the effectiveness of Life Magic spells by 60%. It is one of the requirements for Master Life Magic.

Master: Master Spirituality increases the effectiveness of Life Magic spells by 80%. It is one of the requirements for Grandmaster Life Magic.

Grandmaster: Grandmaster Spirituality increases the effectiveness of Life Magic spells by 100%. It is one of the requirements for Grandmaster Life Magic.

Resurrection

Every magic Primary skill has one secondary skill that is unique. Resurrection is the one for the Life magic Primary skill. Resurrection is post combat bonus.

Basic: Basic Resurrection allows the hero to resurrect 10% of the friendly creatures who die in combat.

Advanced: Advanced Resurrection allows the hero to resurrect 20% of the friendly creatures who die in combat.

Expert: Expert Resurrection allows the hero to resurrect 30% of the friendly creatures who die in combat.

Master: Master Resurrection allows the hero to resurrect 40% of the friendly creatures who die in combat.

Grandmaster: Grandmaster Resurrection allows the hero to resurrect 50% of the friendly creatures who die in combat.

Nature Magic

Each Primary magic skill acts like the Wisdom secondary skill from Heroes III. This one particular, acts like Wisdom for Nature spells.

Basic: Basic Nature Magic gives the hero the ability to cast Level One Nature Magic spells. It is required to learn Basic Herbalism and is one of the requirements for Advanced Summoning.

Advanced: Advanced Nature Magic gives the hero the ability to cast Level Two Nature Magic Spells. It is required to learn Master Summoning.

Expert: Expert Nature Magic gives the hero the ability to cast Level Three Nature Magic Spells. It is required to learn Grandmaster Summoning.

Master: Master Nature Magic gives the hero the ability to cast Level Four Nature Magic Spells.

Grandmaster: Grandmaster Nature Magic gives the hero the ability to cast Level Five Nature Magic Spells.

Herbalism

Every magic Primary skill has one secondary skill that increases the amount of mana, needed for casting spells. Herbalism is the one for the Nature magic Primary skill. Herbalism acts like the Intelligence secondary skill from Heroes III.

Basic: Basic Herbalism gives the hero 10 spell points.It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Nature Magic.

Advanced: Advanced Herbalism gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Nature Magic.

Expert: Expert Herbalism gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Nature Magic.

Master: Master Herbalism gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Nature Magic.

Grandmaster: Grandmaster Herbalism gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Nature Magic.

Meditation

Every magic Primary skill has one secondary skill that improves the effectiveness of it's spells. Meditation is the one for the Nature magic Primary skill. Meditation acts like the Sorcery secondary skill from Heroes III.

Basic: Basic Meditation increases the effectiveness of Nature Magic spells by 20%. It is one of the requirements for Expert Nature Magic.

Advanced: Advanced Meditation increases the effectiveness of Nature Magic spells by 40%. It is one of the requirements for Expert Nature Magic.

Expert: Expert Meditation increases the effectiveness of Nature Magic spells by 60%. It is one of the requirements for Master Nature Magic.

Master: Master Meditation increases the effectiveness of Nature Magic spells by 80%. It is one of the requirements for Grandmaster Nature Magic.

Grandmaster: Grandmaster Meditation increases the effectiveness of Nature Magic spells by 100%. It is one of the requirements for Grandmaster Nature Magic.

Summoning

Every magic Primary skill has one secondary skill that is unique. Summoning is the one for the Nature magic Primary skill. Summoning is bonus that occurs at the beginning of each day/turn.

Basic: Basic Summoning allows the hero summon leprechauns, sprites, or wolves into the hero's army every day at a rate of 20 experience points of creatures per day, plus 10% per level of the hero.

Advanced: Advanced Summoning allows the hero to summon leprechauns, sprites, or wolves into the hero's army every day at a rate of 40 experience points of creatures per day, plus 10% per level of the hero.

Expert: Expert Summoning allows the hero the ability to summon elves, satyrs, or tigers into the hero's army every day at a rate of 60 experience points of creatures per day, plus 10% per level of the hero.

Master: Master Summoning allows the hero the ability to summon elves, satyrs, or tigers into the hero's army every day at a rate of 80 experience points of creatures per day, plus 10% per level of the hero.

Grandmaster: Grandmaster Summoning allows the hero the ability to summon earth, air, fire and water elementals into the hero's army every day at a rate of 100 experience points of creatures per day, plus 10% per level of the hero.

Chaos Magic

Each Primary magic skill acts like the Wisdom secondary skill from Heroes III. This one particular, acts like Wisdom for Chaos spells.

Basic: Basic Chaos Magic gives the hero the ability to cast Level One Chaos Magic spells. It is required to learn Basic Conjuration and is one of the requirements for Advanced Sorcery.

Advanced: Advanced Chaos Magic gives the hero the ability to cast Level Two Chaos Magic spells. It is required to learn Master Sorcery.

Expert: Expert Chaos Magic gives the hero the ability to cast Level Three Chaos Magic Spells. It is required to learn Grandmaster Sorcery.

Master: Master Chaos Magic gives the hero the ability to cast Level Four Chaos Magic Spells.

Grandmaster: Grandmaster Chaos Magic gives the hero the ability to cast Level Five Chaos Magic Spells.

Conjuration

Every magic Primary skill has one secondary skill that increases the amount of mana, needed for casting spells. Conjuration is the one for the Chaos magic Primary skill. Conjuration acts like the Intelligence secondary skill from Heroes III.

Basic: Basic Conjuration gives the hero 10 spell points.It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Chaos Magic.

Advanced: Advanced Conjuration gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Chaos Magic.

Expert: Expert Conjuration gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Chaos Magic.

Master: Master Conjuration gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Chaos Magic.

Grandmaster: Grandmaster Conjuration gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Chaos Magic.

Pyromancy

Every magic Primary skill has one secondary skill that improves the effectiveness of it's spells. Pyromancy is the one for the Chaos magic Primary skill. Pyromancy acts like the Sorcery secondary skill from Heroes III.

Basic: Basic Pyromancy increases the effectiveness of Chaos Magic spells by 20%. It is one of the requirements for Expert Chaos Magic.

Advanced: Advanced Pyromancy increases the effectiveness of Chaos Magic spells by 40%. It is one of the requirements for Master Chaos Magic.

Expert: Expert Pyromancy increases the effectiveness of Chaos Magic spells by 60%. It is one of the requirements for Master Chaos Magic.

Master: Master Pyromancy increases the effectiveness of Chaos Magic spells by 80%. It is one of the requirements for Grandmaster Chaos Magic.

Grandmaster: Grandmaster Pyromancy increases the effectiveness of Chaos Magic spells by 100%. It is one of the requirements for Grandmaster Chaos Magic.

Sorcery

Every magic Primary skill has one secondary skill that is unique. Sorcery is the one for the Chaos magic Primary skill. Sorcery doubles the effectiveness of all the spells that hero posses from any school.

Basic: Basic Sorcery increases the hero's spell damage (with all magic types) by 20%.

Advanced: Advanced Sorcery increases the hero's spell damage (with all magic types) by 40%.

Expert: Expert Sorcery increases the hero's spell damage (with all magic types) by 60%.

Master: Master Sorcery increases the hero's spell damage (with all magic types) by 80%.

Grandmaster: Grandmaster Sorcery increases the hero's spell damage (with all magic types) by 100%.

Death Magic

Each Primary magic skill acts like the Wisdom secondary skill from Heroes III. This one particular, acts like Wisdom for Death spells.

Basic: Basic Death Magic gives the hero the ability to cast Level One Death Magic spells. It is required to learn Basic Occultism and is one of the requirements for Advanced Necromancy.

Advanced: Advanced Death Magic gives the hero the ability to cast Level Two Death Magic spells. It is required to learn Master Necromancy.

Expert: Expert Death Magic gives the hero the ability to cast Level Three Death Magic spells. It is required to learn Grandmaster Necromancy.

Master: Master Death Magic gives the hero the ability to cast Level Four Death Magic spells.

Grandmaster: Grandmaster Death Magic gives the hero the ability to cast Level Five Death Magic spells.

Occultism

Every magic Primary skill has one secondary skill that increases the amount of mana, needed for casting spells. Occultism is the one for the Death magic Primary skill. Occultism acts like the Intelligence secondary skill from Heroes III.

Basic: Basic Occultism gives the hero 10 spell points. It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Death Magic.

Advanced: Advanced Occultism gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Death Magic.

Expert: Expert Occultism gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Death Magic.

Master: Master Occultism gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Death Magic.

Grandmaster: Grandmaster Occultism gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Death Magic.

Demonology

Every magic Primary skill has one secondary skill that improves the effectiveness of it's spells. Demonology is the one for the Death magic Primary skill. Demonology acts like the Sorcery secondary skill fromHeroes III.

Basic: Basic Demonology increases the effectiveness of Death Magic spells by 20%. It is one of the requirements for Expert Death Magic.

Advanced: Advanced Demonology increases the effectiveness of Death Magic spells by 40%. It is one of the requirements for Master Death Magic.

Expert: Expert Demonology increases the effectivenes of Death Magic spells by 60%. It is one of the requirements for Master Death Magic.

Master: Master Demonology increases the effectiveness of Death Magic spells by 80%. It is one of the requirements for Grandmaster Death Magic.

Grandmaster: Grandmaster Demonology increases the effectiveness of Death Magic spells by 100%. It is one of the requirements for Grandmaster Death Magic.

Necromancy

Every magic Primary skill has one secondary skill that is unique. Necromancy is the one for the Death magic Primary skill. Necromancy is post combat bonus.

Basic: Basic Necromancy gives the hero the ability to raise a number of skeletons equal to 10% of the strength of a defeated army, as long as that number doesn't exceed 40 experience points of undead, plus 10% per level of the hero. Also, the hero can create only 1 undead creature per slain enemy.

Advanced: Advanced Necromancy gives the hero the ability to raise a number of skeletons equal to 15% of the strength of a defeated army, as long as that number doesn't exceed 80 experience points of undead, plus 10% per level of the hero. Also, the hero can create only 1 undead creature per slain enemy.

Expert: Expert Necromancy gives the hero the ability to raise a number os skeletons or ghosts equal to 20% of the strength of a defeated army, as long as that number doesn't exceed 120 experience points of undead, plus 10% per level of the hero. Also, the hero can create only 1 undead creature per slain enemy.

Master: Master Necromancy gives the hero the ability to raise a number of skeletons or ghosts equal to 25% of the strength of a defeated army, as long as that number doesn't exceed 160 experience points of undead, plus 10% per level of the hero. Also, the hero can create only 1 undead creature per slain enemy.

Grandmaster: Grandmaster Necromancy gives the hero the ability to raise a number of skeletons, ghosts, or vampires equal to 30% of the strength of a defeated army, as long as that number doesn't exceed 200 experience points of undead, plus 10% per level of the hero. The hero can create only 1 undead creature per slain enemy.

Order Magic

Each Primary magic skill acts like the Wisdom secondary skill from Heroes III. This one particular, acts like Wisdom for Order spells.

Basic: Basic Order Magic gives the hero the ability to cast Level One Order Magic spells. It also allows the hero to learn Basic Enchantment and is one of the requirements for Advanced Charm.

Advanced: Advanced Order Magic gives the hero the ability to cast Level Two Order Magic spells. It also allows the hero to learn Master Charm.

Expert: Expert Order Magic gives the hero the ability to cast Level Three Order Magic spells. It also allows the hero to learn Grandmaster Charm.

Master: Master Order Magic gives the hero the ability to cast Level Four Order Magic Spells.

Grandmaster: Grandmaster Order Magic gives the hero the ability to cast Level Five Order Magic Spells.

Enchantment

Every magic Primary skill has one secondary skill that increases the amount of mana, needed for casting spells. Enchantment is the one for the Order magic Primary skill. Enchantment acts like the Intelligence secondary skill from Heroes III.

Basic: Basic Enchantment gives the hero 10 spell points. It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Order Magic.

Advanced: Advanced Enchantment gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Order Magic.

Expert: Expert Enchantment gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Order Magic.

Master: Master Enchantment gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Order Magic.

Grandmaster: Grandmaster Enchantment gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Order Magic.

Wizardry

Every magic Primary skill has one secondary skill that improves the effectiveness of it's spells. Wizardry is the one for the Order magic Primary skill. Wizardry acts like the Sorcery secondary skill from Heroes III.

Basic: Basic Wizardry increases the effectiveness of Order Magic spells by 20%. It is one of the requirements for Expert Order Magic.

Advanced: Advanced Wizardry increases the effectiveness of Order Magic spells by 40%. It is one of the requirements for Master Order Magic.

Expert: Expert Wizardry increases the effectiveness of Order Magic spells by 60%. It is one of the requirements for Master Order Magic.

Master: Master Wizardry increases the effectiveness of Order Magic spells by 80%. It is one of the requirements for Grandmaster Order Magic.

Grandmaster: Grandmaster Wizardry increases the effectiveness of Order Magic spells by 100%. It is one of the requirements for Grandmaster Order Magic.

Charm

Every magic Primary skill has one secondary skill that is unique. Charm is the one for the Order magic Primary skill. Charm is pre combat bonus.

Basic: A hero with Basic Charm can convert 15% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 60 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 90% of normal.

Advanced: Advanced Charm allows the hero to convert 20% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 120 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 80% of normal.

Expert: Expert Charm allows the hero to convert 25% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 180 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 75% of normal.

Master: Master Charm allows the hero to convert 30% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 240 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 70% of normal.

Grandmaster: Grandmaster Charm allows the hero to convert 35% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 300 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 65% of normal.


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Hero Classes

 

1. Basic Hero Classes:

Knight (Life, Might Hero) – Basic Tactics; Basic Defense
Priest (Life, Magic Hero) – Basic Life; Basic Healing
Archer (Nature, Might Hero) – Basic Combat; Basic Archery
Druid (Nature, Magic Hero) – Basic Nature; Basic Herbalism
Thief (Chaos, Might Hero) – Basic Scouting; Basic Stealth
Sorceror (Chaos, Magic Hero) – Basic Chaos; Basic Conjuration
Death Knight (Death, Might Hero) – Basic Tactics; Basic Offense
Necromancer (Death, Magic Hero) – Basic Death; Basic Occultism
Lord (Order, Might Hero) – Basic Nobility; Basic Estates
Mage (Order, Magic Hero) – Basic Order; Basic Enchantment 
Barbarian (Might, Might Hero) – Basic Combat; Basic Melee; Basic Resistance  

2. Advanced hero classes – based on the main primary skill:

Scouting/Combat: Ranger
Scouting/Tactics: Field Marshal
Scouting/Nobility: Guildmaster
Scouting/Order: Seer
Scouting/Life: Prophet
Scouting/Nature: Bard
Scouting/Chaos: Fire Diviner
Scouting/Death: Ninja
Combat/Souting: Ranger
Combat/Tactics: General
Combat/Nobility: Warlord
Combat/Order: Battle Mage
Combat/Life: Paladin
Combat/Nature: Beastmaster
Combat/Chaos: Fireguard
Combat/Death: Assassin
Tactics/Scouting: Field Marshal
Tactics/Combat: General
Tactics/Nobility: Lord Commander
Tactics/Order: Illusionist
Tactics/Life: Crusader
Tactics/Nature: Warden
Tactics/Chaos: Pyromancer
Tactics/Death: Reaver
Nobility/Scouting: Guildmaster
Nobility/Combat: Warlord
Nobility/Tactics: Lord Commander
Nobility/Order: Wizard King
Nobility/Life: Cardinal
Nobility/Nature: Beast Lord
Nobility/Chaos: Witch King
Nobility/Death: Dark Lord
Order/Scouting: Seer
Order/Combat: Battle Mage
Order/Tactics: Illusionist
Order/Nobility: Wizard King
Order/Life: Monk
Order/Nature: Enchanter
Order/Chaos: Wizard
Order/Death: Shadow Mage
Life/Scouting: Prophet
Life/Combat: Paladin
Life/Tactics: Crusader
Life/Nobility: Cardinal
Life/Order: Monk
Life/Nature: Summoner
Life/Chaos: Heretic
Life/Death: Dark Priest
Nature/Scouting: Bard
Nature/Combat: Beastmaster
Nature/Tactics: Warden
Nature/Nobility: Beast Lord
Nature/Order: Enchanter
Nature/Life: Summoner
Nature/Chaos: Warlock
Nature/Death: Demonologist
Chaos/Scouting: Fire Diviner
Chaos/Combat: Fireguard
Chaos/Tactics: Pyromancer
Chaos/Nobility: Witch King
Chaos/Order: Wizard
Chaos/Life: Heretic
Chaos/Nature: Warlock
Chaos/Death: Lich
Death/Scouting: Ninja
Death/Combat: Assassin
Death/Tactics: Reaver
Death/Nobility: Dark Lord
Death/Order: Shadow Mage
Death/Life: Dark Priest
Death/Nature: Demonologist
Death/Chaos: Lich

3. Advanced hero classes and bonuses – listing by Might & Magic

Might heroes: Tactics/Combat: GENERAL - All units gain +1 Morale Tactics/Nobility: LORD COMMANDER - All units gain +2 Morale
Tactics/Scouting: FIELD MARSHAL - All units gain a 10% increase in Ranged and Melee Attack

Combat/Nobility: WARLORD - Hero gains +5 Melee Attack
Combat/Scouting: RANGER - Hero gains the ability to shoot (if it didn't already) and gains +5 Ranged Attack

Nobility/Scouting: GUILDMASTER - Hero has a certain chance of stunning an enemy in melee fighting. Stunned enemies cannot do anyting (including retaliate) for one turn
Magic heroes: Any 3 magic schools: ARCHMAGE - The effectiveness of all spells increases by 20%
Order/Life: MONK - Hero gains Chaos Ward: 50% resistence to Chaos spells and 50% protection (increase to Ranged and Melee Defenses) against Chaos aligned units
Order/Nature: ENCHANTER - The effectiveness of all Summoning and Illusion spells is increased by 20%
Order/Chaos: WIZARD - The cost of all spells is reduced by 2
Order/Death: SHADOW MAGE - Hero is constantly surrounded by a cloud which interferes with aiming, increasing Ranged Defense by 50%

Life/Nature: SUMMONER - Increases the effectiveness of the Summoning Skill: Hero can raise +20 XP more creatures per day
Life/Chaos: HERETIC - Hero gains the ability to ignore all effects from Wards
Life/Death: DARK PRIEST - Hero gains Vampirism: for every 2 HP Damage to the enemy, 1 HP is recovered

Nature/Chaos: WARLOCK - The Spellpoints of the hero increase by +10 and Spellpoints regenerate +1 per day
Nature/Death: DEMONOLOGIST - Increases the effectiveness of the Summon Imps, Summon Cerberi, Summon Venom Spawn, Summon Ice Demons, and Summon Devils spells so that they summon +50 XP more creatures

Chaos/Death: LICH - Hero can temporarily age enemies: Aged enemies have their Attack reduced by 25%, theirDefense reduced by 20%, and their Speed and Movement reduced by 50%

Might and Magic Heroes: Order/Tactics: ILLUSIONIST - The effectiveness of Illusion spells increases by 20%
Order/Combat: BATTLE MAGE - The force of the spells Magic Fist and Ice Bolt are increased by 20%. Magic Fist is automatically learned (if not already known)
Order/Nobility: WIZARD KING - Melee attack reduces the Luck of the enemy to the minimum
Order/Scouting: SEER - The radius of vision of the hero increases by +2 

Life/Tactics: CRUSADER - Hero always has maximum Morale 
Life/Combat: PALADIN - Hero gains Death Ward: 50% resistence to Death spells and 50% protection (increase to Ranged and Melee Defenses) against Death aligned units
Life/Nobility: CARDINAL - Hero obtains +5% to the Resurrection skill
Life/Scouting: PROPHET - Hero has Spiritual Armor which increases Ranged and Melee Defense by 25%

Nature/Tactics: WARDEN - All units obtain a 10% increase in Ranged and Melee Defense
Nature/Combat: BEASTMASTER - The effectiveness of the spell Summon Wolf increases by 20%
Nature/Nobility: BEAST LORD - The effectiveness of the spells Summon Wolf and Summon White Tiger increase by 20%
Nature/Scouting: BARD - Hero always has maximum Luck

Chaos/Tactics: PYROMANCER - Hero constantly has a Fire Shield which inflicts damage on any who attempt a melee attack
Chaos/Combat: FIREGUARD - The hero gains complete immunity to fire-based spells. Fire-based attacks inflict only half damage
Chaos/Nobility: WITCH KING - Melee attack induces Fear: the enemy does not retaliate and flees several spaces
Chaos/Scouting: FIRE DIVINER - The effectiveness of all fire-based spells increases by 20%

Death/Tactics: REAVER - Hero constantly has Bloodlust (+25% Damage)
Death/Combat: ASSASSIN - The Speed and Movement of the hero are increased by +3
Death/Nobility: DARK LORD - Melee attack reduces the Morale of the enemy to the minimum
Death/Scouting: NINJA - The weapon of the hero becomes poisoned: the posioned enemy takes damage every round from the time of injury until the end of combat 

4. Town starting classes:

Academy Associated with
Order Life Death
Lord – Nobility
Mage – Order
Knight – Tactics
Priest – Life
Death Knight – Tactics
Necromancer - Death
 
Haven Associated with
Life Order Nature
Knight – Tactics
Priest – Life
Lord – Nobility
Mage – Order
Archer – Combat
Druid – Nature
 
Preserve Associated with
Nature Life Chaos
Archer – Combat
Druid – Nature
Knight – Tactics
Priest – Life
Thief – Scouting
Sorceror – Chaos
 
Asylum Associated with
Chaos Nature Death
Thief – Scouting
Sorceror – Chaos
Archer – Combat
Druid – Nature
Death Knight – Tactics
Necromancer – Death
 
Necropolis Associated with
Death Nature Order
Death Knight – Tactics
Necromancer – Death
Thief – Scouting
Sorceror – Chaos
Lord – Nobility
Mage – Order
 
Stronghold Associated with
Chaos Nature Death
Barbarian – Combat Lord – Nobility Knight – Tactics
Archer – Combat
Thief – Scouting
Death Knight – Tactics

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Heroes of Might and Magic IV

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.

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Final Score
Difficulty
Map Difficulty
Time Taken
Battles Won
Army Value
Chosen by Player 50% to 750%
From Mapmaker 50% to 150%
Time + Difficulties + Mapsize Max. 1500
From last Load Max 72
Max 24
Wealth
Quests
Artifacts
Exploration
Best Hero
Max 48
From last Load Max 96
Max 76
Max 12
Namerutan Max 76
Towns
Max 120
Rank: Megadragon
Total:
Time + Battles + Army + Wealth + Quests + Artifacts + Exploration + Best Hero + Towns

SCORING SYSTEM


There are 9 factors for the final score: Time taken, battles won, army value, wealth, quests, artifacts, exploration, best hero, and towns.

1 - Time: Calculated from Map Size, Map Difficulty and Playing Difficulty (see tables for more details). Value goes from 7 points to 1500 points, and usually represents the most significant part of total score.
Time Score = Map Difficulty x ( Map Complexity x Time Factor + Time Bonus )

2 - Towns owned: number of towns owned x Map Size, with a maximum value of 120.

3 - Quests completed: Each Quest completed from last loadgame scores according to the Map Size, with a maximum of 96 points. Gates (quest and tent) and tent towers don't scores.

4 - Artifacts owned: 10 x Treasures + 20 x Minors + 40 x Majors + 80 x Relics, with a maximum of 76 points.

5 - Best Hero: According to the Map Size, with a maximum of 76 points (level 11, 17, 21 & 32 hero scores maximum for S, M, L & XL maps respectively).

6 - Battles Won: The battle score earned from last loadgame, with a maximum of 72 points. Each Battle Score is according to the ratio Your Army Power / Opposite Army Power. The army power is calculated by adding each stack power:
- For your heroes, the stack power is 100 x (hero level + 1).
- For opposite heroes, the stack power is 200 x (hero level + 1).
- For creatures (both), the stack power is Amount x Creature Difficulty.

7 - Wealth: The amount of gold and resources at the end of game minus the initial values, with a maximum of 48 points. Resources counts as if you exchange in commercial establishment (wood and ore, 62.5; other, 125).
Wealth = (Gold + Resources Value - (Initial Gold + Initial Resources Value)) /Map Size

8 - Army Value: The Cost of all your units, without the heroes, divided by Map Size, with a maximum value of 24.

9 - Exploration: 12 x %Exploration. Maximum value is 12 points, for 100% exploration.

Each operation result is rounded to the integer part.

EXPERIENCE SYSTEM

For each battle, your hero earn an amount of experience points , distributed proportionally to the experience of each hero in your army. The amount of experience is the sum of the experience earned from each creature or hero in the army fighted:

- From creatures = Amount of Creatures x
Creature Difficulty / Playing Difficulty
- From heroes = 100 x (Hero level + 1) /
Playing Difficulty
Result is rounded.

With the stealth skill, the earned experience is ¼ of the total experience earned with a fight.

Time Score
Map Size
Time Factor %
Time Bonus
Small
Medium
Large
ExtraLarge
Time Taken (Weeks)
1
1-2
1-4
1-6
100
250
2
3-4
5-8
7-12
100
100
3
5-6
9-12
13-18
100
50
4-8
7-16
13-32
19-48
100
0
9
17-18
33-36
49-54
95
0
10
19-20
37-40
55-60
90
0
11
21-22
41-44
61-66
85
0
12
23-24
45-48
67-72
80
0
13
25-26
49-52
73-78
75
0
14
27-28
53-56
79-84
70
0
15
29-30
57-60
85-90
65
0
16
31-32
61-64
91-96
60
0
17
33-34
65-68
97-102
55
0
18
35-36
69-72
103-108
50
0
19
37-38
73-76
109-114
45
0
20
39-40
77-80
115-120
40
0
21
41-42
81-84
121-126
35
0
> 21
> 42
> 84
> 126
30
0
Map Size Factor
Towns
Quests
Wealth
Army
Best Hero
30
48
500
1000
10 x (Level - 3)
15
24
1000
2000
6 x (Level - 4)
10
12
2000
4000
5 x (Level - 5)
10
8
4000
10000
3 x (Level - 6)
Map Complexity
Playing Difficulty
Novice
Intermediate
Advanced
Expert
Champion
50
100
200
400
750
75
125
225
420
700
90
150
250
440
650
100
200
300
450
600
Playing Difficulty
Novice
2/3
Intermediate
1
Advanced
3/2
Expert
2
Champion
3
Map Difficulty
Novice
50%
Intermediate
75%
Advanced
100%
Expert
125%
Champion
150%
Battle Score
Army Strenghts Ratio Yours/Opposite
> 3/2
0
> 1 & <= 3/2
10
> 2/3 & <= 1
20
> 1/2 & <= 2/3
30
> 1/3 & <= 1/2
40
< 1/3
60
Creature Type
Creature Type
Bandit
20
6
Berserker
20
8
Orc
34
10
Centaur
40
18
Pirate
22
7
Harpy
110
39
Troglodyte
28
8
Mermaid
110
39
Evil Eye
220
51
Nomad
150
52
Medusa
220
52
Cyclops
750
203
Minotaur
230
53
Ogre Mage
350
101
Troll
230
54
Behemoth
3000
630
Efreet
850
161
Frenzied Gnasher
4250
800
Goblin Knight
1000
157
Sea Monster
2750
624

MULTIPLAYER FAQ

FAQ by This email address is being protected from spambots. You need JavaScript enabled to view it.. Any comments or other questions are appreciated.

Introduction

Introduction

Heroes of Might and Magic IV was initially released without full multiplayer support, although hot-seat multiplayer could be played on a single computer. Multiplayer support was promised to be coming "soon" in a patch. Approximately 5 months after the initial game release, this promise was made good and version 2.0 was made available.

Getting Started

What patch do I need to play multiplayer?

You need to have the same version of the game as your opponent. Most players use the latest (3.0) patch which can be found here. Note that this is automatically installed if you have the Winds of War expansion.

Most players also use the Equilibis mod so it's a good idea to install that too.

How do I find other players online?

Gamespy Arcade is the supported multiplayer matching service. The auto-game detect feature of Gamespy should detect Heroes IV on your computer and you can enter the game room by clicking on the bubble icon on the left of the screen (see picture). If GameSpy Arcade does not locate Heroes IV on your computer right away, try closing the application and opening it again.

Do I have to register to use Gamespy Arcade?

No, Gamespy can be used as a free service. Registration conferrs a number of benefits such as ad-free usage, custom player portraits and unlimited players in your "buddy" list. Registration costs US$9.95 per annum.

How do I join a game?

The four pictures on the right show all the possible icons appearing next to game rooms. The top one is an open room which you can join, assuming there are free spaces in the room. The pictures of people (shown on the right) represent how many people can enter the room, and an unshaded person represents a free space. A computer with a red cross through it represents a game which is currently in progress and you are unable to join it. A game with a key icon in the bottom right is one protected by a password.

How do I host a game?

To host a game simply click the Create Game icon at the top of the page. Note that you will not be able to host a game if you are using internet connection sharing due to the fact that your local IP adress will be different to the one you are using to connect to the internet. Many firewalls will also prevent hosting games. See technical questions for more information.

Gameplay Questions

How do I chat to other players in the game?

Press the F2 key to bring up the chat window. If the chat window is not opened and someone sends you a chat message a sound will be made to inform you of this.

What map should I play?

The multiplayer patch comes with a number of maps which are designed for multiplayer use. These appear with flags next to them in the map selection screen (see picture). Some original CD maps are suitable for multiplayer use, they are generally the ones which allow 2 or more human players, though some of these may not be evenly balanced. There are also many custom maps which are designed for multiplay. The TOH map page also has a lot of good MP maps.

How do I load custom maps?

Custom maps should be put in the "Heroes of Might and Magic IVmaps" folder (by default c:program files3DOHeroes of Might and Magic IVmaps). Simply unzip the map file (.h4c) into this folder and it will appear in the map list along with all the normal maps. It is possible to create seperate map folders for custom maps and this is a good idea to keep track of your favourite maps.

How does the turn time limit work?

The turn time limit, which is set by the host, sets the time which each player is permitted to spend on the strategic game map. A counter will appear in the top left of the screen to indicate how much time there is left in the turn. This counter is paused when players are in the tactical battle screen.

What is a reasonable time limit?

Many beginner or casual players play with 2 minute turns. 1 minute turns mean the turn is very rushed, and anything over 2 minutes allows for a fairly relaxed game. The turn limits don't affect overall game speed too much as a large portion of turn time is spent in battles or sending information between players. Players that seriously care about winning, or are high on the TOH rankings, often play at 4mins.

How long do games take?

A short game on a medium sized map will go for about 2-3 hours. Obviously games can go on for much longer, but will rarely be shorter unless one player is much better than the other.

What does the message "waiting for remote players" mean?

It simply means your opponent has been attacked by wandering monsters. It will dissapear after they finish that combat.

What does passworded saved games mean?

This is an option designed to prevent unscrupulous players dropping out of the game, opening up the saved game and examining their opponents positions. Use this option if you are host playing an important match against someone you don't trust, but it shouldn't be generally necessary.

Is there any particular etiquitte I should know about?

Generally you should try to play your turns as quickly as possible (eg. let fleeing stacks of monsters run instead of battling them, don't waste time in battles). Also using private messages to gang-up on players in a non-allied map is considered rude. If you know you will need to leave the game after an hour or less before you start the game it is polite to notify your opponent. They may not wish to resume the game at a later time.

It is also important (especially in TOH games) that the host of the game allow the other player/s to choose which colour they go on to prevent any suspicion of cheating.

I see many game names which mention TOH, what is it?

TOH stands for Tournament of Honour which is a fan-created multiplayer ranking and competition system. It is very popular and free to join. See the site for more information.

Why do all the games have passwords?

Sometimes players will protect their games because they are waiting for other players. If the game name does not seem to indicate that (ie. it doesn't have a player's name in the title) then the host is probably waiting for players to private message him/her so they can assess your skill before allowing you to play. To private message the player right-click on their name in the gamespy players list and select "open private message tab".

Technical Questions

I can't host or join games!!

One possible solution to this problem is goto the control panel, click on network settings and there is a button about midway down that says "file and printer sharing". Click on this and checkmark the option "allow others to use my files".

I still can't host games!

If your computer does not have a direct connection to the internet, or you are using a firewall or proxy server then you will receive the message shown below when you first start Gamespy (with your IP addresses in the blank bits). This message is not lying and unless you disable your firewall, use a computer with a direct connection to the internet or disable connection sharing you will not be able to host a game. Note that Windows XP service pack 2 automatically installs a firewall on your computer, so you might have an active firewall even if you haven't installed one yourself.

How do I disable internet connection sharing? (From the windows help file):

To install Internet Connection Sharing:

  • 1. Open Add/Remove Programs properties in Control Panel.
  • 2. Click the Windows Setup tab, click Communications, and then click Details.
  • 3. Select the Internet Connection Sharing check box, and then click OK.
...

To remove Internet Connection Sharing, clear the Internet Connection Sharing check box, and then click OK. If you uninstall ICS, computers running Windows 95 will also lose connectivity to the home network unless manually configured with IP and gateway address information.

Can I host games on a network computer or one going through a proxy?

This is now possible, though slightly complicated. Here are the steps:

  • Get PortMapper, it is a freeware program.
  • Put it on your main computer, ie the one with a direct connection to the internet.
  • Find out the local IP adress of the network computer you want to host the game on (it will say what it is in the host screen of the game).
  • Run the port mapper on the main computer. It will appear in your system tray.
  • Right click on it and click "configure". Click on "configure mapping".
  • Click "add" and set it up to redirect port 4377 to the local IP of the network computer you are hosting the game on. Leave the protocol at "TCP", and interfacte at "any interface".
  • When you have done this you should see something like this:
  • Get the player who is joining the game to connect, via direct IP, to your external IP adress. I do not know an easy way to find this out, but if you get the proxy warning when you start gamespy (see below) it will be shown there.

How do I host a game from a computer connected to the internet via a Router?

I have been informed that setting the internal IP address of your computer so it is the same as the external IP of your router will allow you to do this. Check your router manual to see how to find the router's IP address and you can change your computer's IP address through network properties (right click on the network connection/properties/click tcp-ip/properties and change the top address there. Leave the sub-net mask as the default value placed there when you press "ok").

When loading the game from GameSpy I got the error message "Failed to open a secure connection".

This is a relatively frequent occurrence. Hopefully the other player/s in the map will realise what has happened and meet you back in the game room. Try launching the game again, it will often work on subsequent attempts. If it does not (and if you are not the host) then try letting the introduction movie play and when the game loads you will automatically go into it.

Do I have to use Gamespy to play over the internet?

No, it is possible to play over a direct tcp/ip or IPX connection. The host simply creates a game from the in-game menu (below) and the other player/s enter the host's IP adress in the appropriate area. The host's IP adress is displayed after they have created the map.

Can I play multiplayer with a 56.6kb modem?

It is possible to play with a modem, though some players are reporting that turns are transmitted very slowly.

The network connection has been dropped, what do I do?

Meet the player/s back at the Gamespy room (if you are using Gamespy) and simply re-launch the game. The host will have the option to load a saved game file to play from. If you are playing over direct IP the procedure is the same, except other players will not know when/if the host has re-launched the game. If you are the host, or are able to host the game if it drops, it is a good idea to specifically save the game after a long or important turn in case the game drops out after that turn. The game can be continued from this saved game so the turn doesn't have to be re-played.

What Autosave should I load if the game has dropped?

If the game dropped during any other player than the host's turn and then the host began a new turn the AI will have finished off the other player's turn. To be fair in such a situation "autosave last turn" should be loaded. Otherwise "autosave this turn" should be used.

Are there any known multiplayer bugs?

The 2.2 patch has fixed most of the major MP bugs.

It is taking a very long time for "host to transmit map data" when first loading the game, has the game crashed?

No, this is normal, a large amount of data is transferred at this time. The two maps with "pseudo-random technology" (Unkown Lands and Chameleon) may take especially long to transmit as there are a number of random variables which are calculated at this time on those maps.

The map is in another languange to my game version!

All players play the map on the host's version of the map, so if they are using another language to what you are text which is associated with the map will be displayed in their language. This includes all quest huts and pre-placed artifacts. Random artifacts and other right-click display text will be in your language.

When I host a map I get the option to change the game port, what should I do?

The default port is 4377 and this should be used unless you have a firewall active which blocks access to specific ports.

Are the Mac and PC versions of the game network compatible?

Unfortunately they are not. This is because the Windows version of the game uses Microsoft's DirectPlay for multiplayer which is only Windows compatible, instead of using standard TCP/IP sockets which are compatible with everything.


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Might

They aren’t too skilled with magic… and I have no clue how to provide magic strategy for a town that has no magic… other than the fact that Might is very powerful with a nature caster in the army, boosting already powerful units statistics.

Nature

Nature magic is primarily a stat beneficial magic, which is why it helps might so much. With spells such as Dragon Strength and Mass Speed, Nature units can become extremely devastating. In the early stages of the game, the summon spells are prevalent in the mage guilds, and can be helpful in fighting the crucial battles for mines. Keeping as many creatures as possible is crucial because of the limited number that you have and summoned units do not remain after battle regardless of their quantity at its conclusion, therefore they are expendable units that can be used up. This makes them good cannon fodder, for using up strong unit retaliations, and can greatly reduce battle casualties. As you get late in the game, 3rd to 4th level guilds, I prefer to not get summons however, because Spells such as mass speed, especially with a fast caster, are very deadly, as you can reach enemies from afar, and eliminate shooters quickly. However, summon spells can also be useful, especially if you do not have a fourth level dwelling by the time you have high magics. Nature has perhaps the third best 4th level spells, behind death and order. Mass Snake Strike is probably the second best 4th level spell in the game and although chaos has access to the spell as well, Mass Fortune puts Nature ahead so far as 4th level spells go. A nasty combination with a quick hero caster is to boost everyone stats, I prefer Mass Fortune, followed by Mass Snake Strike, because generally, you will not engage the enemy, other than your ranged units before the second or third round. However, when you gain access to 5th level spells, the casting scheme becomes completely different. Dragon Strength is a massive spell, which doubles a creatures HP and Damage. I prefer to save this for the units you would not want to lose, for example if you are fighting 3rd level units, casting this on Fairy Dragons is not the best idea, because you will doubtfully accumulate enough damage to lose one of the creatures, however if you have a group of Griffins that will be engaging often, you want to have a plethora of HP. While on the subject of Griffins, they can become the best 3rd level units with nature spells…kind of odd, because so can very other unit…but anyway, with unlimited retaliations, they are already very destructive, but if you add in Snake Strike, they are attacking their enemies before they can get attacked…. Then with dragon strength, you lose almost none and they become a solid 4th level unit with unlimited retaliations and first strike. Nature magic takes a long time to develop because the low levels can be frustrating, because most are summons. However Wasp Swarm can be helpful especially if you choose the route of elves. Run a hero around with the elves, limiting the enemy to just two stacks, and thus being able to wasp swarm one while dominating the other with your elf’s. Despite the lack of any form of direct damage spells, nature does have one of the best guilds. Nature magic is quite possibly the most underrated magic in the game (even through I never have room in my army for the creatures that are raised through their 3rd secondary skill - summoning). The biggest advice I can give when using nature is to have only one hero in the army, because natures last few levels of guilds are incredible, but the summoner will likely not be the best in your army until then, and the low level creatures can generally hold their own, especially with a few summons.

Death

I mentioned that Death was probably the best Competitor for tops in 4th level spells with order, because of Mass Weakness, Mass Sorrow and Vampiric Touch. The only problem with Death magic is that what I listed is about all they get. They have the potentially weakest 5th level spells (raise vampires, hand of death, sacrifice). Hand of Death can be unbelievable, because it kills a certain amount of any stack, but if you are fighting imps, where there are a million of them, its not the most useful spell ever…and is probably the only 5th level spell that is not good to cast in most situations. Sacrifice is worthless, especially late, when your army is comprised of good units, its more beneficial to cast Vampiric Touch, and thus gain back the health, without sacrificing your own dudes. Raise Vampires sort of stinks because they don’t stay after battles…so in essense, the Death spells are not very powerful…but as we all know grandmaster necromancy gains you vampires after killing living units. In my mind, that is the best secondary skill in the game. Free third levels, and good third levels at that. However, back to the spell combos in battle. I always start with mass sorrow, because the enemy will all go last in the next round, and have stat drops. Thereafter I will go for Mass Weakness, and just continue bashing their stats, thus making each attack of theirs do less and less to me, while mine do more and more to them. Death magic, as you would expect is the opposite of life, but in practice it is the opposite of nature, in that while nature provides self-help skills, death provides enemy-degrading spells, but of the same nature (no pun intended…), not in the form of direct damage, as chaos would.

Vampiric Touch is always a good spell, because it will give a unit (devils and bone dragons included) life drain. This is probably my favorite of the death spells, because it will work even fighting black dragons, which is very helpful, you can gain your health as you destroy them. I think that death magic is probably the second best overall considering the sub spells, in necromancy, but as for battle spells, it can be a disappointment other than the 4th levels (unless you grab demonology, summon devil is quite the spell…I will talk about this later…in magic/magic combos for you demonologists and arch mages.) Death magic is decent, and compliments their units well, but in terms of in battle usefulness, I vote it is not the greatest. (I will regret saying that the next time I get out of a battle with no casualties solely because of Vampiric touch though).

Chaos

Chaos is the only actual direct damage dealing magic (although many do have single spells such as ice bolt). The straight forward magic leaves little room for strategy, however there are some things that would leave questions, as every spell is not direct damage. Confusion is an example. However I feel that confusion is not the greatest spell because it takes your casters turn, and usually (especially once you develop an army) there are more than a couple stacks. However, Cloud of Confusion can take away the attacks of three units, which can be beneficial, and can work almost as tactics in Heroes 3, allowing you to place your units. If I get Mass Misfortune, it is always the spell that I will cast first, causing all enemies to be affected by bad luck will increase the damage of all your creatures, and the Medusas are already a powerful shooter, but with the enemy having bad luck it is even better. I tend to follow mass misfortune with either Bloodfrenzy or mass first strike (usually first strike, unless the enemy stacks are very slow and will not be engaged immediately). But an army with these three is already very powerful. Then comes the simple task of just taking out enemies with spells. Many of the high tier spells, such as implosion and disintegrate usually will eliminate a stack in a couple of turns, which can be very helpful, also the addition of magic mirror against fairy dragons is helpful. The only time I use magic mirror is against the fairy dragons, because of the quickness of dragons and nightmares, I can usually terrorize or kill the enemy hero before he can utilize his magic. Many prefer chaos magic, because it is one of the few that can take out multiple fourth level units in a turn...

... while still being able to demolish bigger, weaker creature stacks-which is the drawback of Hand of Death.)

Life

Life magic is the spell group that is most beneficial to its own units. Spells such as prayer only affect the life units, and can hurt you more than help you in some situations…(if the enemy is all life and you only have archers or something). However, the same can be said about Plague from Death magic and thus it cannot be weighed to heavily against Life magic. The 5th level spells for Life can be some of the best in the game, making potions of immortality obsolete, and allowing for you to organize your units in whichever way you see fit before battle and did I mention that they can add extra lives to creatures as well as heroes? The path in obtaining the spells is not bad either, because the first levels are very powerful especially early in the game, as healing units can prevent losses, or at least significantly reduce them, because the spells can usually refill the top stack to all that is left. This is not the wisest spell to cast on squires, who have very low HP, but can save crusaders and champions well. In the second level guild, Life magic has a lot of choices, and it would take a few towns to own gain access to all of them. However they can be very useful…Song of Peace is similar to wasp swarm, but it not as effective, as it allows the enemy to move, just not attack…this can be used in a similar method to wasp swarm though, walk around with just 2 stacks, so enemies will be limited to two stacks, and use a shooter to barrage them while they cant attack you. Defender can be a great spell, as can heavenly shield. The wards are always helpful. The individual are not nearly worth casting (in my mind) because you are going to use more than one unit, and spells such as bind wound, heal, and defender, and mirth (another good 2nd level) are much more valuable to cast. This does not hold true when you reach the good old 4th level mass ward spells. I will always begin battles with a mass ward (well in most cases at least…read on and ill explain), but lets continue to level 3 spells. After an abundance of level 2s, life has just 5 level 3s. Mass Bless may be the best 3rd level spell in the game, causing all friendly creatures to reach their maximum potential on each attack. Regeneration can also be useful, especially on a unit that will not take much damage and could regain most of what they accumulate. Mass Healing is another quality spell because it will heal all of you units, (Mass spells are great huh). This is not advisable however if only one of your units is being picked on (say you went Crossbowman, Ballista, Monk…for some reason…) and your 4th level is just being picked on…then it would be more beneficial since your shooters aren’t being touched to cast regeneration or save the spell points and cast bind would or heal. One of the few direct damage spell in the Life lineup is Holy Shout, which will damage all undead units, obviously this is worthless in 5/6 of the battles, but in that 1/6 it is a good spell to use. When I have all third level spells, and nothing above, I will start a fight with celestial armor, and that is something I may use later in the game, because it is a good defensive spell, even in late stages. Now we get to the level 4 spells. I said earlier that I begin all my battles with wards, that is assuming I have the ward of the creatures I am about to fight, and I will not engage them for 1 turn, which is about 75 % of the time. I have to add those stipulations because if prayer is in my arsenal as well, that is possibly the best life spell (considering your army is mainly life units and you are fighting a non-life army). If I will not engage them, then prayer is something that can wait a turn.

The other spell which I somtimes use first is mass fervor. If you have mass fervor, begin every battle with it regardless of the other spells in my book, because all of your units will act first in every round, and after having it for a game, you will be impressed with how much it helps when its taken away from you. Now after that…the 5th levels. All of these are healing spells … in a sense. The borderline on that is sanctuary, which makes your units invulnerable until they attack someone. I still begin with mass fervor however, because units under sanctuary cannot be affected by spells, and that is unfortunate when you have sanctuary casted. Sanctuary is a great spell, because you are able to position your units anywhere…Hero assassination anyone? You can gang up on one unit, or line up and take them down in a line. I find that Guardian Angel is an underrated spell, it gives extra lives to stuff, and although it takes a while to build, it is helpful in bigger battles, because you will not lose as many troops and thus damage will stay high as you keep the original stack numbers (it doesn’t add units, it just gives them extra lives). Divine Intervention does away with the expensive immortality potions (except the one to have on the caster so he wont die) because it can resurrect fallen heroes…so you can spread the experience. Life magic’s spells, in conjunction with resurrection, can be very daunting, (who needs to raise 3 vamps when you can resurrect 3 angels?) The only problem with life is that perhaps their best spell (prayer) is developed strictly for life and other towns will not benefit from it so you have to base your army on life units.

Notice that the Guardian Angel grants 6 extra lives…and that Divine intervention will heal 340 HP…and raise dead heroes…wow…not a bad spell book…

Order

My mother always told me to save the best for last, and so I will have to conclude the magic overviews with Order magic. Superiority in the spell section is not questioned because Order magic is so powerful. Based on mind spells, Order magic can do everything from push opponents around to making one “switch teams.” The first time I used hypnotize, my friend couldn’t believe that his hydras “switched teams…” Order has incredible fifth level spells, and even when you are cursing for not getting hypnotize, steal all enchantments is a great spell, and pain mirror is very powerful, despite the fact that it seems rather useless, it can be one of the more powerful spells against a large enemy, especially because it is something that people usually tend to forget, and not use in their attack strategy.

Accompanying the great 5th levels, are amazing 4th, 3rd, 2nd and 1st level spells. Displacement is perhaps the most powerful 1st level spell. Maybe powerful is not the right word, useful is probably better, because it can…no…will be used throughout the game, especially in siege combat. The wonderful second level spells are; Ice Bolt (decent direct damage spell), Slow (extremely useful, especially against armies of only ground troops-not ranged attacks), Create Illusion (hmmm great spell, use this more often, even in later stages of the game-because similar to summoning it just gives you expendable units…but you can get level 4s as soon as you get the dwelling, rather than waiting for grandmaster magic…great spell). Then we advance to the third level spells. A few of the most underrated spells in the game are contained in the third level guild. Teleport, especially if you choose nagas, with no retaliation is a great combination. Forgetfulness against the pesky shooters is great, working better than confusion because it eliminates ranged attack for the whole combat. Mass Precision, Mass Blur, and Mass Dispel also reside in the third guild, and Mass spells are always useful at least once during the course of a game. Banish pulls up the rear, as it can only be used on summoned stacks, but it can be a great spell if you are fighting the nature armies. No town has better 4th level spell either although Death does come close. Blind, Berserk, Mass Slow, and Phantom Image are the 4 spells in the 4th guild. Blind in reality eliminates one enemy for 3 turns, and can turn the tides of a battle, allowing you to eliminate a big stack and kill smaller groups then gang up on a big tough stack after it is un-blinded. Berserk, has been the same in every game, cast it on their shooter to eliminate enemy stacks at full range damage early, or cast it on a big stack to eliminate their smaller ones. Phantom Image is simply an upgrade of create illusion, use it the same way. Mass Slow, I always begin battle with mass slow, regardless of my other spells, because no one will reach me slowed (except for the devil – and evil sorceress in GS…) Therefore I can hypnotize later on in battle. The 5th level spells are all decent, but the best spell in the game, hypnotize is definitely the preferred spell of order wielders. Hypnotize puts an enemy unit under your control for three combat rounds…wow. Pain Mirror, reflects 50% of physical damage back at its attacker. Basically it is magic mirror but for physical instead of magical attacks. It is actually quite good, especially when fighting large battles with big stacks of creatures, it can be the deciding factor. Steal All Enchantments has the potential to be amazing, or worthless. It depends on whom you are fighting. If you are fighting Nature, Steal all Enchantments will probably be the best possible spell, because you will steal their mass speed and mass snake strike spells. However, against Might, a town without magic, it will be a rather useless spell. Hope this helps a little…stay tuned for magic/magic combos - why nature/death is better than nature/life.


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