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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: The Heroic Guide
Thread: The Heroic Guide [ This thread is 3 pages long: (1) 2 3 ]
ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted September 17, 2003 10:47 AM bonus applied.
Edited By: Lich_King on 12 Apr 2004

The Heroic Guide

This is my basic guide to Heroes of Might and Magic IV, including all expansions. Because of the sheer magnitude of the game, this guide will be split into a number of sections. These include: Alignments (Including Creatures, Spells, and Strategies), Hero Classes, Hero Skills, Special Creature Abilities, and Global Facts. Sorry for the extreme length, but if you want to find something specific, press Control + F.

The Alignments

In the land of Axeoth, where the game of Heroes IV is set, there are six towns, each with positive and negative aspects, goals, as well as allies and enemies.

Order: Academy

Staying true to their traditions, the Order towns’ motives are to gain knowledge, and use it in a unique way so that their heroes can attain masterful proficiency in magic. Magic is a Mage’s strongest asset, and this lies in the spells that they have. A Lord tends to rely on his or her diplomatic and noble skills for leverage against opponents. However, this does not come in a belligerent manner, often luring the opponents creatures with either charm or gold.
Upholding their strict philosophies, ‘Orderful’ people believe that life and death is just part of the cycle, and hence they are allied with Life and Death. They perceive both Nature and Chaos to be untamed. Snow is Order’s native terrain.
Apart from their technically sound Mages and Lords, these two heroes are also capable in alchemy, and this is where a number of their more powerful creatures derive from. Creatures such as the Gold Golem, Dragon Golem, and Titan have all had part of them fused from metallurgical skills, thus making them stronger than an ordinary Golem or Giant.

Creatures:

Order creatures have always been strong in the ranged attack department. In Heroes IV, this has not changed. 5 of the 9 Order creatures are able to attack from a longer range. These include Halflings, Mages, Genies, Titans, and Evil Sorceresses. The Order town’s powerful grasp on magic has also carried through to the creatures, many of which possess the ability to cast or resist spells.

Halfling: Level 1 Shooter
Hit Points: 8
Attack: 10
Defense: 10
Damage: 1-2
Speed: 6
Movement: 18/4
Shots: 10
Growth: 23 per week
Cost: 22 Gold
Special Ability: Giantslayer
Analysis: A weaker level 1 shooter, the halfling is great against low stacks of level 4 creatures when in high numbers.

Dwarf: Level 1 Walker
Hit Points: 12
Attack: 11
Defense: 11
Damage: 2-3
Speed: 3
Movement: 18/4
Shots: 0
Growth: 18 per week
Cost: 28 Gold
Special Ability: 50% Magic Resistance
Analysis: A slow but solid level 1 unit, when they finally reach the enemy, they can deal a fair amount of damage.

Mage: Level 2 Spellcaster
Hit Points: 16
Attack: 6
Defense: 12
Damage: 3-4
Speed: 5
Movement: 19/6
Mana: 16
Growth: 8 per week
Cost: 160 Gold
Special Ability: Spells – Magic Fist, Curse, Raise Skeletons, Poison, Blur
Analysis: A poor level 2 creature with rather weak spells. Ones that I use are poison, blue and magic fist. Its 16 (lowest for a level 2) hit points make it an easy target.

Gold Golem: Level 2 Walker
Hit Points: 50
Attack: 16
Defense: 16
Damage: 8-12
Speed: 3
Movement: 19/6
Shots: 0
Growth: 6
Cost: 240 Gold
Special Abilities: 75% magic resistance, mechanical
Analysis: A much better creature than the mage. Having 50 HP (highest for a level 2) make it very difficult to defeat easily. If you think about turning to spells – don’t, as Gold Golems are also mechanical, and have 75% magic resistance.

Genie: Level 3 Spellcaster
Hit Points: 60
Attack: 10
Defense: 17
Damage: 9-12
Speed: 7
Movement: 25/10
Mana: 24
Growth: 6
Cost: 550 Gold
Special Ability: Spells – Ice Bolt, Create Illusion, Mirth, Song of Peace, Slow, Cowardice
Analysis: Rather poor statistics, but the Genies’ strength are in the spells. With a great array of spells including Ice Bolt, Song of Peace, and Create Illusion can devastate an opposing army.

Naga: Level 3 Walker
Hit Points: 90
Attack: 22
Defense: 22
Damage: 14-22
Speed: 7
Movement: 20/6
Shots: 0
Growth: 4
Cost: 850 Gold
Special Ability: No Retaliation
Analysis: An average level 3 creature, the Naga possesses the always welcome no-retaliation ability. Taking into account the speed of the Naga, it would be a solid creature to have.

Titan: Level 4 Shooter
Hit Points: 210
Attack: 32
Defense: 32
Damage: 34-50
Speed: 6
Movement: 21/7
Shots: 16
Growth: 2
Cost: 4,000 Gold, 2 Gems
Special Abilities: No Melee Penalty, Chaos Ward
Analysis: The third best shooter in the game is a fairly strong creature in its own right. Good speed, and the no-melee penalty set it apart from most shooters. The Titan is about on par with the Dragon Golem in a 1 on 1.

Dragon Golem: Level 4 Walker

Hit Points: 220
Attack: 34
Defense: 34
Damage: 36-55
Speed: 9
Movement: 27/12
Shots: 0
Growth: 2
Cost: 4,000 Gold, 4 Ore
Special Abilities: First Strike, Negate First Strike, Mechanical
Analysis: With slightly higher ratings than the Titan, the Dragon Golem is a formidable adversary when it reaches the opponents, which doesn’t take long. It has an astounding 12 movement on the battlefield, making it one of the fastest walkers.

Evil Sorceress: Neutral Level 4 Spellcaster
Hit Points: 100
Attack: 28
Defense: 28
Damage: 20-34
Speed: 7
Movement: 30/50
Shots: 16
Growth: 2
Cost: 4,000 Gold, 2 Mercury
Special Abilities: Teleport, Magic Mirror, Spells – Banish, Mass Cancellation, Mass Slow, Implosion.
Analysis: Despite having many powerful spells such as implosion, and the teleport ability, the Evil Sorceress has a mere 100 HP, making it vulnerable to attack.

Spells:

The spells of the Academy are often referred to as the best spells in Heroes IV. I would agree with that statement. The powerful array of Order Spells focus on countering other spells, mind control, and illusions. An example of each of these respectively are steal enchantment, forgetfulness, and create illusion.

Level 1 Spells:
Blur
Increases targets range defence 50%

Dispel
Removes all spells, good and bad, from target

Displacement
Moves target 2 spaces in a direction of the casters choice

Magic Fist
Magic Fist does a number of points of damage based on the level of the caster to a single target within the line of sight of the caster.

Precision
Increases targets ranged attack by 25%, and removes penalty for range, walls and obstacles

Remove Obstacle
Removes one obstacle from the battlefield. (Trees, wood, cliffs, etc)

Visions
Visions shows you the exact number of any creature stack or army. It also reveals the stats of enemy hero.

Level 2 Spells:
Cowardice
Target cannot hit an enemy with more total hit points for 3 turns

Create Illusion
Forms duplicate of target with hit points based on casters level

Flight
Flight grants a friendly target the ability to fly until the end of combat.

Ice Bolt
Inflicts cold damage based on casters level on enemy in line of sight

Power Drain
Target's spell casting requires double normal spell points

Slow
Target moves at half speed and movement

Steal Enchantment
Removes beneficial enchantment on enemy target and places on random friendly target

Level 3 Spells:
Banish
Destroys summoned creatures based on casters skills

Forgetfulness
Target cannot make ranged attack for number of turns based on casters level

Mass Blur
All targets are affected as if by Blur spell

Mass Dispel
All targets' enchantments are removed

Mass Precision
All targets are affected as if by Precision spell

Teleport
Teleports target instantly to any part of the battlefield

Town Gate
Town Gate transports one hero to the nearest town.

Level 4 Spells:
Berserk
Forces target to attack nearest creature, friend or foe. Spell lasts until target attacks.

Blind
Target within line of sight of caster cannot take an action for 3 turns, or until it takes damage.

Mass Slow
Speed and Movement of all enemies is reduced by 2.

Phantom Image
Creates duplicate of single target with hit points based on casters level

Level 5 Spells:
Hypnotize
Puts enemy troops under your control for 3 turns

Pain Mirror
All damage done to a friendly target is inflicted on attacker as well.

Steal All Enchantments
Steal All Enchantments causes all beneficial enchantments on enemy targets to be removed and distributed randomly among friendly targets

Strategies:

One would be silly not to take advantage of Order’s spellcasting abilities. Their creatures are of slightly above average standard, and choosing primarily spellcasting creatures would only strengthen the magical domination. However, do not discount creatures such as the Naga or the Mage. Both have their own specific uses. Generally, Order is best against more might-orientated towns such as the Stronghold, as their spells cannot be combated. In this scenario, it would be best to pick mages over Gold Golems, as tackling Stronghold with brute strength is not smart.
The most useful spells in Order’s artillery are Forgetfulness, Berserk, Phantom Image, and Steal all Enchantments. Forgetfulness terrorizes armies with Cyclopes, Gargantuans, Titans, Medusas, etc. Berserk gives the opposing army a disability or loss of units, Phantom Image creates a powerful illusion, and steal all enchantments can turn the battle around on its head.
Creatures such as the Dragon Golem are excellent against creatures who have first strike and towns with some fair magic, towns like Nature, where Titans would suffer due to the speed. Genies are great against almost anybody, which again compliments the versatility of this creature. Nagas should only be used against armies which are weak in ranged attack or spells, and where hand to hand attack needs to be used.
In a siege, it best to have all spellcasting units and ranged units, as with the neutralising effect of forgetfulness, the ranged creatures will be able to pick the tower creatures off easily. Also, use the phantom image spell to divert attention, when knocking down the gate, onto it. When defending in a siege, I believe it is best to wear down the opponent with spells such as poison, then utilise your ranged units and spells like precision and steal enchantments to dispose of the army before they breach the castle walls.
My Creature Choices:
Gold Golem: 4/6 Times
Mage: 2/6 Times
Genie: 6/6 Times
Naga: 0/6 Times
Titan: 3/6 Times
Dragon Golem: 3/6 Times

Chaos: Asylum

A town dominated by Warlocks and Sorcerers ever since Heroes I, the Chaotic Asylum town in Heroes IV focuses on brutal creatures and damaging direct damage spells to eliminate the opponent. Traditionally, the Chaos towns throughout the series have had high Hit Points and high attack and defense ratings, but have generally been on the slow side, and are usually more expensive than their counterparts.
The Sorcerer has a good grasp on direct damage spells, but also beneficial spells such as cat reflexes or bloodfrenzy. The thief makes a living snooping around the map, and is an apt explorer, even more so when accompanied by is creature complement, the bandit.
The chaos town has found its home in the swampy regions of Axeoth, wherein many of its creatures dwell. They are allied with the wild forces of nature, and the deadly chaos, which is the objective of the dark Nercopolis, death aligned castle. Chaos opposes order, and also the good-deed-doing pioneers of Life.
Despite dwelling in swampy regions, the Chaos town has an unparalleled assimilation with the element of fire. Sorcerer heroes are so proficient in chaos magic, that they can even become immune to fire based spells. Creatures such as the Megadragon and the Black Dragon also emit fire as a form of attack.

Creatures:

The Asylum castle has a small contingent of shooters, and a large amount of walkers. There are in fact there are 9 walkers out of the 14 creatures allied to the Asylum castle, one doubling as a spellcaster. The Asylum castle possesses the highest HP in the game for levels 3 and 4, while not being too far behind in levels 1 and 2. Attacking multiple units with 1 attack is fairly common in the Asylum castle, 3 creatures possessing this invaluable ability.

Bandit: Level 1 Walker
Hit Points: 10
Attack: 9
Defense: 9
Damage: 1-3
Speed: 7
Movement: 23/9
Shots: 0
Growth: 26 per week
Cost: 20 Gold
Special Ability: Stealth
Analysis: While this unit in battle prove to be average, their capability on the adventure map makes their presence worthwhile. It is a good scout, and with it’s stealth ability, is able to retrieve lose resources without a fight.

Orc: Level 1 Shooter
Hit Points: 12
Attack: 11
Defense: 9
Damage: 1-3
Speed: 4
Movement: 19/6
Shots: 6
Growth: 16 per week
Cost: 34 Gold
Special Ability: Short Ranged, No Melee Penalty
Analysis: An Orc is a slightly above average level 1 creature. It possesses a fair amount of HP, and has the ranged ability, but only 6 shots and short range make it less competent than other shooters.

Pirate: Neutral Level 1 Walker
Hit Points: 10
Attack: 11
Defense: 9
Damage: 1-2
Speed: 5
Movement: 19/6
Shots: 0
Growth: 24 per week
Cost: 22 Gold
Special Ability: Sea Bonus
Analysis: The Pirate is a weak level 1, and is only useful at sea where it gains some needed strength. The rareness of this creature, and the annoyance of its dwelling only being at sea makes this creature less sought-after.

Troglodyte: Neutral Level 1 Walker
Hit Points: 14
Attack: 11
Defense: 9
Damage: 2-3
Speed: 5
Movement: 19/6
Shots: 0
Growth: 19 per week
Cost: 28 Gold
Special Ability: Immune to Visual Spells
Analysis:  The troglodyte is a solid creature with a high HP rating for a level 1. It does good damage, and is immune to visual spells like blind. Its relatively cheap price makes it a good asset in the early stages, or for a secondary hero.

Medusa: Level 2 Shooter
Hit Points: 24
Attack: 19
Defense: 17
Damage: 3-6
Speed: 5
Movement: 19/6
Shots: Unlimited
Growth: 6 per week
Cost: 220 Gold
Special Abilities: Stone Gaze, No Melee Penalty, Unlimited Shots
Analysis: The Medusa is the best level 2 ranged attacker in the game. While it isn’t statistically stunning, it does have 3 excellent specials, which make it a formidable opponent. These specialties alone set it apart from the rest.

Minotaur: Level 2 Walker
Hit Points: 38
Attack: 16
Defense: 15
Damage: 5-10
Speed: 6
Movement: 19/6
Shots: 0
Growth: 6 per week
Cost: 230 Gold
Special Ability: 30% Physical Block
Analysis: The Minotaur is a statistically sound level 2 creature, deals fair damage, but does have a low attack/defense rating. The 30% physical block is an excellent special to have.

Evil Eye: Neutral Level 2 Shooter/Spellcaster/Flyer
Hit Points: 26
Attack: 16
Defense: 15
Damage: 3-7
Speed: 6
Movement: 19/6
Shots: 15
Growth: 6 per week
Cost: 220 Gold
Special Abilities: Flying, Random Spells – Disrupting Ray, Slow, Mana Leech, Misfortune, Sorrow, Curse, Weakness
Analysis: A fairly good level 2 shooter, and the spells it possesses certainly help. While the medusa is better, the Evil Eye is always welcome to bolster the ranged attack power of the Asylum.

Troll: Neutral Level 2 Walker
Hit Points: 45
Attack: 16
Defense: 15
Damage: 6-12
Speed: 3
Movement: 18/4
Shots: 0
Growth: 6 per week
Cost: 230 Gold
Special Ability: Regeneration
Analysis: With 45 HP, the troll has the second most amount of HP of a level 2 creature. It deals 6-12 damage, and with the regeneration ability, it realistically has the most HP of a level 2.

Efreet: Level 3 Flyer
Hit Points: 80
Attack: 25
Defense: 23
Damage: 10-20
Speed: 6
Movement: 29/13
Shots: 0
Growth: 4 per week
Cost: 850 Gold
Special Abilities: Fire Shield, Fire Resistance, Fire Attack
Analysis: A weaker creature statistically, but with 2 great specials, the best of which is fire shield, dealing ¼ damage to the unit that attacked it. However, its great speed isn’t enough to outweigh the meagre damage it deals.

Nightmare: Level 3 Walker/Spellcaster
Hit Points: 110
Attack: 23
Defense: 20
Damage: 12-26
Speed: 6
Movement: 23/9
Mana: 6
Growth: 4 per week
Cost: 800 Gold
Special Ability: Terror
Analysis: With the second most HP in the third level, the Nightmare is a very sturdy creature. It deals good damage, and the terror ability is a great specialty to have attained.

Goblin Knight: Neutral Level 3 Walker
Hit Points: 120
Attack: 20
Defense: 25
Damage: 16-30
Speed: 7
Movement: 39/7
Shots: 0
Growth: 4 per week
Cost: 1000 Gold
Special Abilities: 50% Magic Resistance, Negate First Strike, Stoneskin
Analysis: The best level 3 creature in my opinion, and also has the highest number of HP for one, too. Its great speed and damage give it the edge against faster creatures.

Hydra: Level 4 Walker
Hit Points: 250
Attack: 30
Defense: 26
Damage: 28-60
Speed: 6
Movement: 21/7
Shots: 0
Growth: 2 per week
Cost: 4000 Gold, 2 Mercury
Special Abilities: No Retaliation, Multiple Attack
Analysis: The creature that deals the most damage in the game (300+), and also has no retaliation must be a great creature. While it has an average attack and defense rating, its damage and HP make up for those discrepancies.

Black Dragon: Level 4 Flyer
Hit Points: 400
Attack: 40
Defense: 40
Damage: 55-110
Speed: 7
Movement: 30/15
Shots: 0
Growth: 1 per week
Cost: 8000 Gold, 4 Sulphur
Special Abilities: Breath Attack, Magic Immunity
Analysis: The second best creature in the game has great attack and defense ratings, as well as great damage, specialties and speed. Despite its cost and growth, it is a great creature to have in your army.

MegaDragon: Level 4 Walker
Hit Points: 1000
Attack: 50
Defense: 50
Damage: 50-100
Speed: 7
Movement: 30/7
Shots: 0
Growth: N/A
Cost: N/A
Special Abilities: Arc Breath Attack, 50% Magic Resistance
Analysis: The best creature in the game has the most HP, as well as the highest attack and defense ratings. Its arc breath attack enables it to attack many units at once. The only weakness the gargantuan creature has is extreme rarity and limited susceptibility to magic.

Spells:

Chaos spells focus on the art of direct damage primarily, and also as a secondary base, beneficial spells that harness the power of chaos creatures. Most of these spells have a basis on fire, direct damage, or melee combat. An example of each of these respectively: Inferno, Armageddon, Bloodlust. Chaos contains the most powerful Direct damage spell in the game, Disintegrate. (Armageddon does the most damage, but not to a single unit).

Level 1 Spells:
Bloodlust
Target will inflict 25% more damage for the duration of combat.

Fire Aura
Target will inflict a small amount of fire damage to its attacker.

Haste
Target gets +2 to speed and movement.

Magic Arrow
Magic Arrow does a number of points of damage based on the level of the caster to a single target within the line of sight of the caster.

Slayer
Target inflicts 50% more damage to any creature with 150 hit points or more.

Sparks
Will inflict a small amount of fire damage to any enemies within a radius based upon the level of the caster.

Level 2 Spells:
Confusion
Denies target the ability to move for 3 turns or until attacked.

Fire Bolt
Inflicts fire damage based on casters level on enemy in line of sight

First Strike
Grants the target the ability of First Strike, giving the ability to attack first in combat melees.

Mana Flare
Reduces the cost of casting spells to 2 sp for heroes and creatures.

Misfortune
Targets luck is reduced to its minimum level.

Spell Shackle
Removes spell casting ability for heroes or creatures for a limited time based upon the casters level.

Level 3 Spells:
Blood Frenzy
For the duration of combat, all friendly units will inflict 25% more damage.

Fireball
Inflicts 57-88 hp (based on level of caster) of damage to all enemies in and adjacent to target hex.

Fire Ring
Inflicts 49-76 hp (based on level of caster) of damage to all enemies adjacent to target hex. Target hex does not incur damage.

Lightning
Inflicts 71-110 hp (based on level of caster) of damage to selected target.

Magic Mirror
Magic Mirror reflects any hostile direct damage spells back at the caster but at 1/3 original damage. Friendly unit is still damaged by hostile spell.

Mass Slayer
All friendly units inflict 50% more damage to all enemy units of 150 hp or more.

Level 4 Spells:
Cat Reflexes
Grants friendly target the possibility of an additional action.

Cloud of Confusion
Denies target and all enemies in adjacent hexes the ability to move for 3 turns or until attacked.

Implosion
Inflicts 123-154 hp (based on level of caster) of damage to selected target.

Inferno
Inflicts 78-98 hp (based on level of caster) of damage to selected target and all adjacent enemies in a radius.

Mass First Strike
Grants all friendly units the ability of First Strike.

Mass Misfortune
Reduces the luck of all enemy units to their minimum.

Level 5 Spells:
Armageddon
Inflicts 110 hp damage to all units on the battlefield, both hostile and friendly. Creatures and heroes are targeted.

Chain Lightning
Inflicts damage on 5 troops. Each successive troop is damaged by half the previous amount.

Disintegrate
Inflicts massive damage to single target. Targets killed by this spell cannot be resurrected.

Strategies:

Chaos magic is strong, but in a very different way to Order magic. The damage dealt by a certain spell is determined by the Hero’s level, as it is in every case. Having a level 30 Hero with Grandmaster chaos magic will see you deal over 1,000 damage for some direct damage spells. Most Chaos creatures work well with the aid of the beneficial spells Chaos magic has. Spells such as magic mirror, cloud of confusion, mass first strike, and cat reflexes are all spells which can be used to protect oneself or disable the opponent.
Due to the medusas ability of stone gaze, it is best that they attack higher level creatures, as a stone gaze killing 20 Bandits is nothing compared to a stone gaze killing 2 faerie dragons. The Minotaurs, possessing a 30% physical block, can be used as a barrier to shield your medusas, the reason being, even if there is only 1, the physical block will prevent any damage from being done. In essence, it shouldn’t matter if there is 1 minotaur, or 400, as long as the physical block continues to act. The best special ability the efreet has is its Fire Shield. This punishes a high level creature from doing a lot of damage, as some of it is reflected back onto the attacker. However, this fire shield doesn’t apply against a ranged attacker, so try to close them down to a melee where it will. The Nightmare’s terror spell can have a startling effect on the opposing army, disabling their most threatening creature for 2 turns. To augment this effect, split nightmares up to get more terror spells available, and then you will only need a few strong units to defeat the terrorized creatures. Using the Hydra among many units is a smart thing to do, its 5 heads will attack every unit around it, without retaliation, and with cat reflexes, it doubles the result. The Black Dragon has the catch 22 of not having any harmful magic cast on it, but also no beneficial magic cast on it. It is therefore best to use its brute strength and attack units hard to wear them down before the Nightmares or Medusas can do some more damage.
During a siege, I find it most efficient to terrorize the tower units, and then pick them off, before going to the gate with a small stack of bandits, or black dragons if there are other creatures nearby. Casting chaos’ beneficial spells will help here, but also damaging the creatures your hero can see by using disintegrate, especially on stronger heroes.
On the adventure map, use bandits and thieves to explore, as they are generally unsighted by the enemy in the early stages. By getting loose resources and sometimes mines early on, it bolsters the resources required to build a formidable Asylum castle.
My Creature Choices:
Medusa: 5/6 Times
Minotaur: 1/6 Times
Efreet: 3/6 Times
Nightmare: 3/6 Times
Hydra: 6/6 Times (Due to my fondness for them)
Black Dragon: 0/6 Times

Life: Haven

The Haven town is closely related to the Knight town of Heroes II, and the Castle Town of Heroes III. The Haven is the only town in Heroes IV to be comprised of solely humans, and the town maintains fairness, justice, and mercy, and longs for equality within the world. While not particularly specialising in one specific area, the Haven looks to God for its powers on the battlefield, where he is omnipresent in Life’s battles against evil, on their native terrain of grass.
The Life town is allied with both Order, exercising its lawful traits in society, and nature, having a natural balance between all forms of life.
The Priest, Haven’s magic hero, focuses on beneficial spells that either protect or enhance the unit’s performance. The main area of spells however, is healing, as Priests believe highly in the well-being of themselves and others. The Knight is a gallant citizen, and does his or her best to fight for the glory of God. Generally using techniques of leadership or archery to aid them.
All creatures in the Haven town have human components, the most exclusive being the almighty ‘angel’, Haven’s strongest and most loyal creature.

Creatures:

As stated previously, every creature in the Life town is human, or has human elements. The Haven has an extremely low body of flyers and spellcasters, the Angel being the only one out of the 10 Haven creatures to possess those abilities. The Haven has a large number of shooters and walkers, 4 and 5 respectively, making for a more conservative battle strategy than other towns. The Haven creatures also have a rather low HP count.

Squire: Level 1 Walker
Hit Points: 10
Attack: 8
Defense: 11
Damage: 2-3
Speed: 5
Movement: 19/6
Shots: 0
Growth: 21 per week
Cost: 26 Gold
Special Ability: Stun
Analysis: A strong creature which is let down significantly by its lack of Hit Points and speed. The stun ability also makes it an apt creature to battle against level 4 creatures.

Crossbowman: Level 1 Shooter
Hit Points: 10
Attack: 9
Defense: 11
Damage: 2-3
Speed: 2
Movement: 19/6
Shots: 10
Growth: 16 per week
Cost: 32 Gold
Special Ability: No Range Penalty
Analysis: A fair ranged attacker which is again, like its counterpart, betrayed by Hit Points, and especially its speed. The No Range penalty is a good asset in a siege. The Crossbowman also has commendable statistics for a level 1 creature.

Peasant: Neutral Level 1 Walker
Hit Points: 10
Attack: 6
Defense: 7
Damage: 2-3
Speed: 2
Movement: 18/4
Shots: 0
Growth: 36 per week
Cost: 15 Gold
Special Ability: Taxpayer
Analysis: A weak creature which has very low attack and defense ratings. The Taxpayer ability is the only element which makes this creature worthwhile, and therefore it should be left in the garrison where it contributes significantly to the income if there enough of them.

Ballista: Level 2 Shooter
Hit Points: 28
Attack: 15
Defense: 16
Damage: 5-7
Speed: 0
Movement: 15/2
Shots: 20
Growth: 7 per week
Cost: 190 Gold
Special Abilities: No Range or Obstacle Penalty, Mechanical
Analysis: A fair creature with an absolutely dismal speed rating of 0, and a combat movement rating of 2! No Range or Obstacle penalty makes this creature excellent in sieges, and the fact that it is mechanical already gives it an edge against strong spellcasting castles.

Pikeman: Level 2 Walker
Hit Points: 30
Attack: 12
Defense: 13
Damage: 6-8
Speed: 4
Movement: 19/6
Shots: 0
Growth: 9 per week
Cost: 150 Gold
Special Abilities: Long Range Weapon, Negate First Strike
Analysis: A poor creature statistically with an average amount of HP, but poor attack, defense, and damage ratings. Its cheapness and special abilities make it a meaningful addition to your army.

Monk: Level 3 Shooter
Hit Points: 55
Attack: 20
Defense: 22
Damage: 10-15
Speed: 5
Movement: 19/6
Shots: 12
Growth: 6 per week
Cost: 550 Gold
Special Ability: Death Ward
Analysis: A fair creature which has average HP and damage but good attack and defense ratings. However, the lack of specials make this creature very average, despite the good speed for a ranged attacker.

Crusader: Level 3 Walker
Hit Points: 65
Attack: 22
Defense: 22
Damage: 10-16
Speed: 7
Movement: 19/6
Shots: 0
Growth: 5 per week
Cost: 650 Gold
Special Abilities: Double Attack, Death Ward
Analysis: A good level 3 creature with a slight lack of HP. The double attack special ability grants it extra leverage in combat. Additionally, it has high attack and defense and also a low cost, an excellent supplement to your army.

Champion: Level 4 Walker
Hit Points: 150
Attack: 25
Defense: 25
Damage: 24-36
Speed: 6
Movement: 25/10
Shots: 0
Growth: 4 per week
Cost: 2,000 Gold, 2 wood, 2 ore
Special Abilities: First Strike, Charge
Analysis: The Worst level 4 creature, almost toppled in statistics by the Goblin Knight in 5 areas. The cheap price and good specials do not compensate for the overall poorness of the Champion.

Angel: Level 4 Flyer
Hit Points: 230
Attack: 30
Defense: 34
Damage: 40-65
Speed: 10
Movement: 30/15
Mana: 20
Growth: 2 per week
Cost: 4,000 Gold
Special Abilities: Resurrection
Analysis: An excellent creature with average HP, great attack and defense ratings, as well as great damage dealt. The low cost makes them available at an early stage, and no additional resources are needed. The Resurrection special ability is also excellent, definitely much better than the Champion.

Catapult: Neutral Level 4 Shooter
Hit Points: 200
Attack: 28
Defense: 28
Damage: 20-34
Speed: 0
Movement: 17/2
Shots: 12
Growth: 2 per week
Cost: 4,000 Gold, 4 Wood
Special Abilities: Mechanical, Ranged, Siege Capable, Greek Fire
Analysis: A good creature with only Hit Points letting it down. The bevy of special abilities it possesses aid it greatly, particularly in sieges where its siege capable ability and Greek Fire ability can wreak havoc, forcing the enemy to attack.

Spells:

Life spells are beneficial to the caster and its army, and concentrate on blessing, healing, protecting, and therefore strengthening the caster’s army. An example of each of those spell categories is as respectively follows: Bless, Heal, and Heavenly Shield. The few direct damage spells Life does have can only be directed at its archrival, Death.  

Level 1 Spells:
Bind Wounds
Restores 48-88 hp to selected unit. Non-combat spell.

Bless
Selected target will inflict maximum damage.

Exorcism
Removes all negative enchantments on friendly target.

Holy Word
Inflicts 72-132 hp damage to single Death-based target

Spiritual Armor
Increases targets defense by 25%.

Summon Boat
Summons an already constructed friendly boat to shoreline near caster.

Level 2 Spells:
Chaos Ward Life
Reduces the damage caused by Chaos-based units by 20%.

Death Ward Life
Reduces the damage caused by Death-based units by 20%.

Defender Life
Increases defense of all friendly units by 20%.

Heal Life
Restores 96-176 hp (based on level of caster) to selected unit. Also removes the effects of poison and plague.

Heavenly Shield Life
(based on the level of caster) Restores 242-440 hp to Hero casting this spell. This spell cannot target other units than caster.

Martyr Life
All damage inflicted on friendly target is transferred to another selected friendly target. Effect lasts for duration of combat.

Mirth
Increases targets morale to its maximum.

Nature Ward
Reduces the damage caused by Nature-based units by 20%.

Order Ward
Reduces the damage caused by Order-based units by 20%.

Retribution
Increases the retaliation damage of friendly target for melee-combat only.

Song of Peace
Causes an enemy target within the line of sight of the caster to become unable to attack or cast spells on the casters army during the next turn.

Level 3 Spells:
Celestial Armor
Increases defense of all friendly units by 25%.

Holy Shout
Inflicts 128-198 hp damage (based on level of caster) to all Death-based units on battlefield. Hostile and friendly units are targeted.

Mass Bless
All friendly units inflict maximum damage.

Mass Healing
Restores 85-132 hp (bases on level of caster) to all friendly units. Also removes the effects of poison and plague.

Necromancy Ward
Necromancy Ward prevents any Raise or Animate Dead spell from working for the duration of the combat. It affects all targets on the Combat Map, including dead ones.

Regeneration
Restores hp's over a period of time for selected target (based on level of caster) for the duration of combat.

Level 4 Spells:
Mass Chaos Ward
Reduces the damage caused by Chaos-based units by 20% for all friendly units.

Mass Death Ward
Reduces the damage caused by Death-based units by 20% for all friendly units.

Mass Exorcism
Removes all negative enchantments from all friendly units.

Mass Fervor
All friendly units receive maximum morale.

Mass Nature Ward
Reduces the damage caused by Nature-based units by 20% for all friendly units.

Mass Order Ward
Reduces the damage caused by Order-based units by 20% for all friendly units.

Prayer
All friendly Life-based units inflict 25% more damage and have 25% more hp.

Level 5 Spells:
Divine Intervention
Negates a portion off from every troop to resurrect slain heroes, not units. Combat Only.

Guardian Angel
Gives the Friendly target a number of extra lives based on the level of the caster. The number of targets protected depends on the level of the caster, and no target is protected more then once.

Sanctuary
While under Sanctuary, a friendly target cannot be attacked or affected by spells. No more than one target may be in Sanctuary on each side. If the target takes any action other than 'defend', ‘wait’, or ‘move’, the spell ends

Strategies:

One of Life’s greatest weaknesses is its lack of Hit Points. The top HP creature in Life is the Angel, with 230 HP. This amount would rank 4th in the Aslyum castle. However, with the right hero, this can be changed. The spell prayer gives all life units +25% to their HP, and they also inflict 25% more damage. With this in mind, the angel would now have 288 HP, now ranking 3rd in the Aslum castle, and 1st in Death and Order.
While the Ballista is a great level 2 shooter, the Pikeman has higher HP, and has the long range weapon ability, and thus also the no retaliation ability. Additionally, the Ballista is extremely slow, and will almost always be the last creature to attack. The Monk is poor compared to the Crusader, which does the most cumulative damage for a level 3 creature (maximum = 32 Damage). The Monk only has 12 shots, which may not last in a larger battle. Also, beneficial spells cast on the crusader can make it more powerful than a Nightmare or Naga. The Champion, being extremely weak, is only saved by its high growth rate and cheap cost. It is a mobile creature, and it would be best if it were partnered with an Angel or Catapult, as a Champion alone cannot be the army’s driving force. The Angel is very handy to have in your army, as it can resurrect itself when some die. Its great speed and the only creature which has the ability to fly make it the obvious choice.
The Life Castle’s strength is definitely in Sieging. It has the only unit which is siege capable from a range. Also, the Catapult attacks many creatures with its Greek Fire, which includes on the other side of the wall. The Ballista has no obstacle penalty, therefore making another apt addition, while the Pikeman is able to attack creatures further away from the wall. Crusaders are also able to get two attacks in while breaking the gate. The added bonus of the sanctuary spell makes the Haven the perfect town to create a siege.
My Creature Choices:
Ballista: 3/6
Pikeman: 3/6
Monk: 1/6
Crusader: 5/6
Angel: 6/6
Champion: 0/6

Death: Necropolis

The Necropolis is the outlet for the deadly feelings of the world. The undead are on the quest for immortality, and they believe escaping the cycle of life and then death is the first step to immortality, and thus power and domination. They believe only the undead are truly immortal, as all living things meet their death some day.
Because of their deadly and chaotic nature, Death is allied with Chaos, who also long for control by force and power. Death is also allied with Order, as the rules and regulations upheld by the Orderful relates to those rules endorsed by the undead.
Nercomancer is the primary hero of the Necropolis town, as it has the capability to learn Necromancy, Death’s special skill very easily, and therefore use it to make their own army more powerful. The Death Knight is the other Death hero, and they too enlist in the help of necromancy one time or another, although they usually stick to their skills in combat.
The native terrain of Death is volcanic, and a few of their creatures are derived from that land. Not everything in the Necropolis is undead, the death town has its fair share of Demons and Devils, which have converged from the old Inferno of Erathia.

Creatures:

If there is anything that Death are specialised in, it is the amount of flying creatures they have. 5 of the 13 creatures in Death are flyers, 6 if you include the devils. By contrast, there is only 1 ranged attacker, that being the Venom Spawn, not really belonging to the undead or the demons. Death also has 6 walkers, the strongest of which is the Dark Champion. Death creatures are well-known for having high attack and defense ratings.

Imp: Level 1 Flyer
Hit Points: 7
Attack: 10
Defense: 10
Damage: 1-2
Speed: 6
Movement: 28/12
Shots: 0
Growth: 28 per week
Cost: 18 Gold
Special Ability: Mana Leech
Analysis: A poor level 1 creature, the only benefits being the speed of such a lowly creature, the cost, and the mana leech special ability, which, when Imps are split up, can severely injure a magic hero’s spellcasting capacity.

Skeleton: Level 1 Walker
Hit Points: 8
Attack: 12
Defense: 12
Damage: 1-2
Speed: 4
Movement: 19/6
Shots: 0
Growth: 25 per week
Cost: 22 Gold
Special Abilities: Skeletal, Undead
Analysis: A weak creature only in Hit Points and damage, but has average specials, great attack and defense, and can move fairly far. High numbers of skeletons are easily reached due to basic necromancy.

Zombie: Neutral Level 1 Walker
Hit Points: 24
Attack: 8
Defense: 10
Damage: 2-4
Speed: 1
Movement: 18/4
Shots: 0
Growth: 15 per week
Cost: 35 Gold
Special Abilities: Toughness, Undead
Analysis: The highest HP for a level 1 creature, and while it has strangely low attack an defense ratings, its damage compensates for it. The only other problem is its slow speed, but average movement is the saviour in this case. The Zombie is a very expensive, but very strong level 1 creature.

Ghost: Level 2 Flyer
Hit Points: 15
Attack: 15
Defense: 15
Damage: 2-4
Speed: 6
Movement: 28/12
Shots: 0
Growth: 9 per week
Cost: 140 Gold
Special Abilities: Insubstantial, Aging, Flying, Undead
Analysis: A cheap level 2 creature with low HP but high attack, defense, movement, and speed, has the ability to age an opponent, thus making them weaker. Its other notable special ability, ‘insubstantiability’, compensates for the low HP, and saves the ghost from being a weak level 2.

Cerberus: Level 2 Walker
Hit Points: 24
Attack: 16
Defense: 16
Damage: 4-6
Speed: 6
Movement: 21/7
Shots: 0
Growth: 7 per week
Cost: 190 Gold
Special Abilities: 3-Headed Attack, No Retaliation
Analysis: An average level 2 creature with the only outstanding areas being no retaliation and the 3 headed attack. The latter makes it the creature that does the most damage for a level 2 (18), and the former is a nice feature.

Gargoyle: Neutral Level 2 Creature
Hit Points: 22
Attack: 14
Defense: 16
Damage: 4-6
Speed: 7
Movement: 29/13
Shots: 0
Growth: 8 per week
Cost: 160 Gold
Special Abilities: Flying, Stone Skin, Elemental
Analysis: Another average level 2 creature with excellent speed and movement. The specials it has acquired are good defensively, as some spells don’t affect the gargoyle, and creatures do less damage to it.

Mummy: Neutral Level 2 Walker
Hit Points: 30
Attack: 15
Defense: 16
Damage: 5-8
Speed: 4
Movement: 19/6
Shots: 0
Growth: 8 per week
Cost: 170 Gold
Special Abilities: Curse, Undead
Analysis: The strongest level 2 creature statistically in the Necropolis army. Its poor specials let it down, but it has fair HP and damage ratings which make it a sturdy ally.

Venom Spawn: Level 3 Shooter
Hit Points: 100
Attack: 26
Defense: 26
Damage: 16-24
Speed: 6
Movement: 19/6
Shots: 15
Growth: 3 per week
Cost: 1,100 Gold
Special Ability: Poison
Analysis: A very strong ranged attacker, second best shooter in the third level in fact. Its very high attack and defense make it a strong creature, combine this with 100 HP to get a truly formidable force. As the final nail in the coffin, the poison ability can decimate an army.

Vampire: Level 3 Flyer
Hit Points: 75
Attack: 30
Defense: 30
Damage: 12-18
Speed: 8
Movement: 28/12
Shots: 0
Growth: 3 per week
Cost: 1,100 Gold
Special Abilities: Life Drain, No Retaliation, Undead
Analysis: The second best level 3 creature in my eyes. Despite its average HP, the Vampire has attack and defense ratings that surpass some level 4s’. It has great speed and movement, but the clinching element is the life drain ability, which enables the Vampire to drain HP from the enemy and feed it to itself, even restoring already defeated Vampires.

Ice Demon: Neutral Level 3 Walker
Hit Points: 70
Attack: 30
Defense: 30
Damage: 12-16
Speed: 5
Movement: 19/6
Shots: 0
Growth: 4 per week
Cost: 850 Gold
Special Abilities: Freezing Attack, Cold Attack, Cold Resistance
Analysis: A solid (hehe) creature that has excellent attack and defense ratings, like the Vampire. Its ‘Cold Specials’ are not that effective, but do aid its existence. A fairly average level 3 creature.

Devil: Level 4 Teleporter
Hit Points: 210
Attack: 33
Defense: 33
Damage: 34-50
Speed: 7
Movement: 30/50
Mana: 8
Growth: 2 per week
Cost: 4,000 Gold, 2 Sulphur
Special Abilities: Life Ward, Summon Ice Demon
Analysis: A strong level 4 with the capacity to summon ice demons. Fairly good attack and defense, with the best movement in the game due to its teleporting ability. Choosing between the Devil and the Bone Dragon is one of the most difficult decisions in the game.

Bone Dragon: Level 4 Flyer
Hit Points: 275
Attack: 30
Defense: 30
Damage: 45-65
Speed: 5
Movement: 28/12
Shots: 0
Growth: 2 per week
Cost: 4,000 Gold, 2 Crystal
Special Abilities: Skeletal, Panic, Undead
Analysis: A strong creature statistically, it has good HP, and good movement, but fairly poor specials. Panic generally works in your favour, but sometimes it does the opposite by enabling a ranger to shoot at other creatures.

Dark Champion: Neutral Level 4 Walker
Hit Points: 200
Attack: 40
Defense: 40
Damage: 30-42
Speed: 6
Movement: 30/15
Mana: 18
Growth: 2 per week
Cost: 4,000 Gold, 4 Ore
Special Abilities: Charge, Undead, Terror, Regeneration
Analysis: A good creature with high attack, defense, and movement. It also has the ability to cast terror several time with its 18 mana.

Spells:

Death magic concentrates on cursing others and raising the dead within its own ranks. An example of these two areas are Curse and Raise Ghost. However, there are also some direct damage spells, an example of which is the ‘Hand of Death’. Death Magic can be closely correlated with Nature magic, but with Death Magic having more of an emphasis on cursing than Nature. Death magic is considered as one of the weakest forms.

Level 1 Spells:
Cancellation
Removes all beneficial enchantments from target

Curse
Target inflicts minimum damage for duration of combat

Disrupting Ray
Enemy target stack loses 25% of its defense rating

Fatigue
Target moves at half speed and movement

Poison
Target is inflicted with poisoning damage. Damage is incurred in every round for duration of combat.

Raise Skeletons
Raises a number of Skeletons based on the caster's level from any stack of dead creatures. The number of raised skeletons cannot exceed either the hit points or number of the creatures. All Skeletons vanish after combat ends.

Summon Imps
Summons 16 to 29 Imps, with additional ones depending upon the level of the caster. The imps disappear at the end of the combat

Level 2 Spells:
Animate Dead
Re-animates fallen Necropolis units. 48 to 88 Hit points are animated, more depending upon the level of the caster. They will disappear at the end of the combat round.

Life Drain
Steals hit points from all Life and Nature targets, and then the caster gains a portion of the total hit points drained.

Mire
Mire causes the target to move at half speed on the Adventure map during its next turn

Sorrow Gives
target maximum negative Morale

Summon Cerberi
to 4 Cerberi (additional ones depending on caster's level). Summoned units disappear at the end of combat.
Advanced Nature Magic and Advanced Demonology required to learn this spell

Holy Song
All Life-based targets inflict 20% less damage and have 20% reduced defense

Weakness
Target inflicts 25% less damage

Level 3 Spells:
Aura of Fear
Is cast on a friendly target, so enemy opponents cannot retaliate against the friendly target's attacks unless they are immune to Death, Fear, or Mind spells.

Magic Leech
The cost for enemy hero spells increases by 2 mana. 1 mana is recoverd by casting hero for every 2 mana spent by the enemy.

Mass Cancellation
All beneficial enemy spells are removed.

Mass Curse
All enemy targets inflict minimum damage

Plague
All units (friend or foe) contract damaging disease. Damage is incurred in every round for duration of combat. Death-based units and non-living units are not effected.

Raise Ghost
Raises a number of Ghosts based on the level of the caster from any stack of dead creatures. The number of raised Ghosts cannot exceed either the hit points or number of the creatures. All ghosts vanish after combat ends.

Summon Ice Demon
Summons several Ice Demons (additional ones depending on caster's level and level of Demonology skill). Summoned units disappear at the end of combat.

Level 4 Spells:
Death Calls
Targets a friendly or enemy target with dead creatures, raising a number of creatures based on the level of the caster. These raised creatures are places under the control of the caster and vanish after combat.

Mass Sorrow
Mass Sorrow causes all enemy targets to have maximum negative morale

Mass Weakness
All enemy units do 25% less damage for all attacks

Summon Venom Spawn
Summons several Venom Spawns (additional ones depending on caster's level and Death skill level). Summoned units disappear at the end of combat
Master Nature Magic and Master Demonology required to learn this spell

Vampiric Touch
Causes a friendly target to gain 1 hit point for every 2 hit points of damage they inflict.

Level 5 Spells:
Hand of Death
Instantly kills a number of opponents based on the level of the caster. The target must be within the line of sight of the caster.

Raise Vampires
Raises a number of Vampires based on the level of the caster from any stack of dead creatures. The number of raised Vampires cannot exceed either the hit points or number of the creatures. All Vampires vanish after combat ends.

Sacrifice
First Sacrifice destroys a friendly target. Then the caster selects a second friendly target, which will recover twice the hit points of the destroyed target.

Summon Devil
Summons a Devil (additional ones depending on caster's level and Death skill level). Summoned units disappear at the end of combat.

Strategies:

Death has is what is known as ‘ranged attack deficiency’. When choosing the Vampire, as most often do, you also nullify the chance to recruit a ranged attacker in your army, and a competent one at that. It is therefore difficult for the Necropolis to fight in a siege, or against an army where ranged attacking is needed. This then implies that most Death fighting is done in a hand-to-hand manner, which I believe is a true assumption.
The Cerberus and the Ghost are somewhat evenly matched. Despite the Ghost’s 9 less HP, the defense is increased by the insubstantial special, but it does not provide as strong a base in the higher levels. The Cerberus has the three-headed attack and no retaliation to aid it in attacking, but because it has less movement, it is harder for it to commute. Vampires and Venom Spawn are very difficult to choose. The former is an incredibly powerful creature, whose strength is amplified by Necromancy, while the latter is a powerful ranged attacker, the only one of its kind in the Necropolis. It is best to use the Venom Spawn against any strong enemy, as its poison gradually depletes their health. The Vampires should prey on smaller creatures, as it is an easy way to retrieve health. Devils are useful to summon Ice Demons, and their speed gives great movement over the battlefield and adventure map, and can be therefore used well in sieges and scouring the map quickly. The Bone Dragon is a powerful unit, which will generally win out in a 1-1. Many Death units are skeletal, which makes them 100% resistant to ranged attacks, so it is better if Death is fighting against a highly ranged town like Order or Life to achieve maximum bonuses from this fortunate special.
During sieges, the Devils are best, as they can breach the walls quickly, and also Vampires can be used to help break the gate, while gaining HP back from the creatures situated near the wall. It is good to use skeletons and other skeletal creatures to knock down the gate, as the tower creatures will not be able to do as much to them. Spells such as summon skeletons or summon ice demons also help, as during the battle, the focus is sometimes turned to them instead of your real creatures.
My Creature Choices:
Ghost: 2/6
Cerberus: 4/6
Venom Spawn: 2/6
Vampire: 4/6
Devil: 2/6
Bone Dragon: 4/6

Nature: Preserve

The people who dwell in the Preserve Castle believe they are above good and evil, above any forces in the universe, as they are nature, the only true and wild untamed force. Despite this, all elements of human life appear in their ways, beauty, revulsion, life, and death. Nature is allied with Life, as they are both obsessed with creation and life. Nature is also allied with Chaos, as their common interest is to let things be, and let everything be untamed. This means they opposed to Order, due to the Order they have pleasure in instilling, and Death, as these Nercomancers are to hungry for death, rather than nature and life.
Nature’s two premier heroes are the Druid and the Archer, the former utilises many summoning spells to his or her benefit, and the former takes advantage of its superb skills with the bow and arrow, together, they can eliminate many powerful armies with ease.
Nature magic enlists the help of summoning spells, as well as strengthening spells and other natural spells. Nature’s magical woodland creatures are native to grass terrain.
Their creatures are derived from the woods, cliffs, and nests.

Creatures

The army of nature creatures is comprised of many flying creatures, most of which are within their own ranks. 4 of the 8 creatures in the town have the ability to fly, while 6 of the 17 total creatures have the capability to do so. Unfortunately, the Preserve’s might specialty of archery has not carried through to the creatures, with Gargantuan, Elf, Waspwort, and Fire Elemental being the only ones to be able to do so. Despite the strength of these creatures, 4 shooters from 17 is not a number to be proud of. 7 Walkers makes up the rest of the contingent.

Sprite: Level 1 Flyer
Hit Points: 7
Attack: 10
Defense: 10
Damage: 1-2
Speed: 6
Movement: 29/13
Shots: 0
Growth: 23 per week
Cost: 22 Gold
Special Ability: No Retaliation
Analysis: A weak creature, which is only strong in high numbers, where no retaliation is a great special to have. The sprite’s speed, movement and ability to fly makes it a perfect scout, as does its high growth and cheap cost.

Wolf: Level 1 Walker
Hit Points: 12
Attack: 9
Defense: 9
Damage: 2-3
Speed: 7
Movement: 21/7
Shots: 0
Growth: 15 per week
Cost: 36 Gold
Special Ability: Two Attacks
Analysis: A fair creature, with its two attacks specialty making it a good creature. Its cost is slightly expensive for what it is, however, 7 speed and its 21/7 movement make it a mobile creature, which augments the speed of the army.

Leprechaun: Neutral Level Walker
Hit Points: 8
Attack: 10
Defense: 10
Damage: 1-2
Speed: 6
Movement: 19/6
Mana: 3
Growth: 22 per week
Cost: 24 Gold
Special Abilities: Fortune
Analysis: Quite possibly the most useless creature in the game. It is only able to cast fortune once, and its low HP, average speed, and poor damage make it a poor creature in my eyes.

Elf: Level 2 Shooter
Hit Points: 18
Attack: 16
Defense: 16
Damage: 3-4
Speed: 6
Movement: 19/6
Shots: 24
Growth: 7 per week
Cost: 190 Gold
Special Abilities: Shoots Twice, Ranged, Ranged First Strike
Analysis: A good creature with low HP and damage, but good in every other area. The shoots twice specialty is great, as is ranged first strike. Fair movement upholds the speed of the army, with an ample amount of shots.

White Tiger: Level 2 Walker
Hit Points: 35
Attack: 18
Defense: 18
Damage: 6-8
Speed: 8
Movement: 24/9
Shots: 0
Growth: 6 per week
Cost: 220 Gold
Special Ability: First Strike
Analysis: A good creature statistically with high HP, attack and defense ratings. Additionally, it has once again excellent speed and movement, a useful ability, but only one of them.

Satyr: Neutral Level 2 Walker
Hit Points: 36
Attack: 13
Defense: 12
Damage: 5-8
Speed: 6
Movement: 20/6
Shots: 0
Growth: 8 per week
Cost: 170 Gold
Special Abilities: Mirth
Analysis: The only positive elements of this creature are its good HP and good speed and movement. Every other part is lacking something or is poor by comparison to its comrades. 1 weak special ability is not enough.

Unicorn: Level 3 Walker
Hit Points: 80
Attack: 20
Defense: 20
Damage: 12-20
Speed: 6
Movement: 25/10
Shots: 0
Growth: 5 per week
Cost: 650 Gold
Special Abilities: Blind Ability
Analysis: A fair level 3 creature with average everything except movement. The cheapness of the unicorn is also a factor, as is its cheap requirements. The Blind ability is good when it does affect the opponent.

Griffin: Level 3 Flyer
Hit Points: 95
Attack: 18
Defense: 18
Damage: 16-22
Speed: 6
Movement: 29/13
Shots: 0
Growth: 4 per week
Cost: 850 Gold
Special Abilities: Flying, Unlimited Retaliation
Analysis: A powerful creature with high HP and very high movement. Although, it does have poor attack and defense ratings, and its requirements are very expensive. The unlimited retaliation ability is excellent, and helps in larger battles where all creatures are being bombarded.

Air Elemental: Neutral Level 3 Flyer
Hit Points: 40
Attack: 16
Defense: 16
Damage: 6-10
Speed: 7
Movement: 29/13
Shots: 0
Growth: 6 per week
Cost: 350 Gold
Special Abilities: Elemental, Insubstantial
Analysis: With statistics poor enough to be that of a level 2, its speed, movement, and special ability are what saves it from being a level 2. Insubstantial makes those meagre 40HP last much longer, and for 350 gold it is not too bad.

Earth Elemental: Neutral Level 3 Digger
Hit Points: 50
Attack: 17
Defense: 20
Damage: 9-14
Speed: 1
Movement: 18/4
Shots: 0
Growth: 6 per week
Cost: 375 Gold
Special Abilities: Elemental, 50% Magic Resistance
Analysis: The only elemental which deals a fair amount of damage, its speed lets the Earth Elemental down. It has 50% magic resistance, which is again useful, and also 50HP. The best of the elementals, in my opinion.

Fire Elemental: Neutral Level 3 Shooter
Hit Points: 50
Attack: 20
Defense: 17
Damage: 7-10
Speed: 6
Movement: 20/6
Shots: 20
Growth: 6 per week
Cost: 350 Gold
Special Abilities: Elemental, Fire Attack, Fire Resistance
Analysis: Another better elemental, but with poor damage, which is further lowered due to long range, it may as well read 3-5 damage. It has fairly good movement and speed, but needs Fire Shield to complete the special abilities.

Water Elemental: Neutral Level 3 Spellcaster
Hit Points: 38
Attack: 17
Defense: 17
Damage: 6-9
Speed: 5
Movement: 19/6
Mana: 24
Growth: 6 per week
Cost: 350 Gold
Special Abilities: Elemental, Cold Attack, Cold Resistance, Spells – Ice Bolt, Slow, Weakness, Quicksand
Analysis: The best elemental in succeeding in its goal – spellcasting. It has very poor HP, same with attack and defense, and average speed and movement. Its spells, especially quicksand, make it a worthwhile but weak creature to have.

Waspwort: Neutral Level 3 Shooter
Hit Points: 60
Attack: 22
Defense: 22
Damage: 10-14
Speed: 4
Movement: 15/2
Shots: 20
Growth: 6 per week
Cost: 550 Gold
Special Abilities: Ranged, Weakness
Analysis: A fairly poor creature statistically, excluding attack and defense ratings, but it doesn’t deal enough damage or move far enough to justify a place in the main army. However its growth rate and cheapness may play a part in adding it to a garrison.

Faerie Dragon: Level 4 Spellcaster
Hit Points: 220
Attack: 15
Defense: 29
Damage: 34-50
Speed: 7
Movement: 29/13
Mana: 40
Growth: 2 per week
Cost: 4,000 Gold, 2 Gems
Special Abilities: Magic Mirror, Spells – Confusion, Fireball, Fire Ring, Lighting
Analysis: A great spellcasting creature with very bad attacking skills. It deals fair damage and is a swift mover, but the shining point is its array of powerful spells, 3 of the 4 being direct damage. The icing on the cake is the constant magic mirror, making the caster pay for casting a spell on it.

Phoenix: Level 4 Flyer
Hit Points: 275
Attack: 28
Defense: 28
Damage: 45-65
Speed: 12
Movement: 30/15
Shots: 0
Growth: 2 per week
Cost: 4,000 Gold, 2 Mercury
Special Abilities: Breath Attack, Fire Resistance, Rebirth
Analysis: An excellent creature in every possible way. Great HP, good attack and defense, good damage, excellent speed and movement, and excellent special abilities. Rebirth is truly remarkable, restoring dead Phoenixes during battle!

Mantis: Neutral Level 4 Flyer
Hit Points: 210
Attack: 34
Defense: 34
Damage: 34-50
Speed: 8
Movement: 29/13
Shots: 0
Growth: 2 per week
Cost: 4,000 Gold, 2 Gems
Special Abilities: First Strike, Bind Ability
Analysis: A solid creature, with only its HP betraying it slightly. It has excellent attack and defense ratings, also complemented with excellent speed and movement. The bind ability is particularly useful if you want to keep a powerful adversary tied down.

Gargantuan: Neutral Level 4 Shooter
Hit Points: 300
Attack: 32
Defense: 32
Damage: 28-40
Speed: 4
Movement: 21/7
Shots: 0
Growth: 2 per week
Cost: 4,000 Gold, 2 Crystal
Special Abilities: Shoots Twice, Area Attack, Normal Melee
Analysis: Possibly the best creature in the admirable Preserve line-up. It deals a maximum 200 damage with one area attack, 400 with 2 shots. An excellent creature to have.

Spells:

Nature spells concentrate on strength, nature, and primarily summoning. An example of these three types are, Dragon Strength, Rock Growth, and Summon Phoenix. These spells focus on diverting the attention, strengthening ones own unit, and making it more difficult for the opponent to move around the battlefield. When combined with Chaos magic especially, Nature magic can become very powerful.

Level 1 Spells:
Giant Strength
Grants single target +20% health and +20% damage inflicted

Pathfinding
Gives entire army the ability to walk on any terrain with no penalty. Adventure map only. Speed Target gains +2 speed and movement

Stoneskin
+25% health for selected target

Summon Leprechaun
Summons a number of Leprechauns based on the level of the caster (6-11 for level 1)

Summon Sprite
Summons a number of Sprites based on the level of the caster (6-12 for level 1)

Summon Wolf
Summons a number of Wolves based on the level of the caster (4-8 for level 1)

Terrain Walk
Grants unit the ability to walk on any terrain with no movement penalty. Combat only.

Level 2 Spells:
Fortune
Target gets maximum Luck

Quicksand
Creates a section of quicksand, whose area depends on the level of Nature Magic skill and the level of hero (it varies from 22 to 40 square feet for level 1 hero). All targets require a full turn to move through 2 feet of quicksand.

Rock Growth
Creates 3 rock formations (number of rocks depends on space limitations on the battlefield) with health. Health attributed to rocks depends on the level of Nature Magic skill and overall level of hero (it varies from 96 to 176 hp for level 1 hero) Rock formations cannot be placed close to enemy units.

Snake Strike
Grants target the First Strike ability.

Summon Elf
Summons a number of Elves based on the level of the caster (1-2 for level 1 hero)

Summon Satyr
Summons a number of Satyrs based on the level of the caster (1-2 for level 1 hero)

Summon White Tiger
Summons a number of White Tigers based on the level of the caster (1 for level 1 hero)

Wasp Swarm
Distracts one enemy target for one round. Making that unit unable to move for 1 turn. Spell does not work on Undead or Mechanical units.

Level 3 Spells:
Anti-magic
Target gains immunity to magic for the duration of combat

Mass Speed
+2 speed and movement for all friendly units.

Air Elemental
Summons a number of Air Elementals based on the level of the caster (1 for level 1 hero)

Earth Elemental
Summons a number of Earth Elementals based on the level of the caster (1 for level 1 hero)

Fire Elemental
Summons a number of Fire Elementals based on the level of the caster (1 for level 1 hero)

Water Elemental
Summons a number of Water Elementals based on the level of the caster (1-2 for level 1 hero)

Water Walk
Gives an army the ability to move across water on the adventure map as if it were solid terrain. Army must end their turn on solid ground.

Level 4 Spells:
Mass Fortune
All friendly units gain maximum Luck.

Mass Snake Strike
All friendly units gain the ability of First Strike.

Summon Griffin
Summons a number of Griffins based on the level of the caster (1 for level 1 hero)

Summon Unicorn
Summons a number of Unicorns based on the level of the caster (1 for level 1 hero)

Summon Waspwort
Summons a number of Waspwort based on the level of the caster (1 for level 1 hero)

Level 5 Spells:
Dragon Strength
Health and Damage inflicted for selected target both increase +100%.

Summon Fairy Dragon
Summons a number of Fairy Dragons based on the level of the caster. (1 for level 1 hero)

Summon Mantis
Summons a number of Mantis' based on the level of the caster. (1 for level 1 hero)

Summon Phoenix
Summons a number of Phoenix based on the level of the caster. (1 for level 1 hero)

TOP
____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted September 17, 2003 10:51 AM
Edited By: ThE_HyDrA on 30 Nov 2005

The Heroic Guide - Continuation

Due to the fact that the whole 'Heroic Guide' would not fit on one post, the other section is posted below:

Strategies:

I regard Nature to be the fastest town in Heroes IV. It is possible to have an army where all the creatures in it have more than 5 speed, and over 20 movement. This is an incredible feat, considering the chaos army has a maximum speed of 7, while Nature has 12. This amount of speed must be put to good use, and it can, Nature’s speed grants it control of the adventure map, as they can reach destinations faster. If there is a gold mine nearby, a Nature army should be able to defeat the guard, and capture it quickly to get gold to go towards Griffins. When you are Nature, you should go exploring one way with an army, and the other with sprites.
As just mentioned, sprites make excellent scouts due to their movement and speed. They move extraordinarily far, and can uncover the adventure map very quickly, principally if there are no monsters blocking the paths. Wolves are also quick, but their double attack makes them most useful in sieges. Elves are solid creatures, and their two shots create a more valuable glow around them. White Tigers are powerful, and their first strike certainly helps them. They can be use to spearhead an attack in battle, as they will always get the first strike, unless they are facing Dragon Golem or Goblin Knight. Unicorns are good creatures, with their blinding making them nearly as sought after as nightmares, but just lacking in the vital elements in other areas. Griffins are a much better choice, if you can get the 7,500 quick enough. Unlimited retaliation and 95HP are an excellent combination, as well as the ability to fly. The choice between Phoenix and Faerie Dragons is another very difficult one, but the Faerie Dragon doesn’t offer enough hand to hand power, and they are less versatile than the blazing Phoenix. Phoenix rebirth gives them a second chance in battles where you appear to have lost.
During sieges, it is once again better to sacrifice summoned creatures than real creatures. In this case, I think it is best to summon wolves, as they have 2 attacks, and can knock down the gate very easily, in one turn if they are aided by another pack of summoned sprites. You can also use quicksand or rock growth to cover the space in front of the gate, enabling your flying creatures like the phoenix and griffin a quick entrance. You rangers are also capable of doing to damage behind the lines.
My Creature Choices:
Elf: 3/6
White Tiger: 3/6
Unicorn: 2/6
Griffin: 4/6 (Depends on financial situation)
Faerie Dragon: 2/6
Phoenix: 4/6

Might: Stronghold

The Mighty Stronghold Castle is unique, not only because it has powerful creatures and grand edifices, but also because there is no magic present within the town. The Barbarians, so mystified with the powers of might, convinced themselves that Might will be the only course they take, so they can become better martial warriors. So far, it has worked, but it has come at the expense of magic. A repercussion of this life is that might is not allied with anyone, nor is opposed to anyone.
The only hero is the Barbarian, which has 3 starting skills instead of the two all other might heroes have. They only believe in might, and magic is irrelevant to them, as they use their physical powers to crush the enemy, in a literal sense.

Creatures:

The Stronghold army is mainly comprised of walkers. 7 of the 11 creatures in the Stronghold faction are walkers. There are also 2 shooters and two flyers, making them a fairly precious commodity. Most might creatures come from the crags of the rough terrain, and the plains of the sunbaked earth, but others come from the opposite, the waves.

Berserker: Level 1 Walker
Hit Points: 18
Attack: 12
Defense: 18
Damage: 2-3
Speed: 6
Movement: 20/6
Shots: 0
Growth: 19 per week
Cost: 20 Gold
Special Abilities: Two Attacks, Berserk
Analysis: They are cheap for a reason. That reason is that they are berserk, you cannot control them. On these grounds, berserkers die quickly, and lunge toward the enemy head-on. They deal good damage and have high HP, making them effective, at least.

Centaur: Level 1 Shooter
Hit Points: 20
Attack: 10
Defense: 10
Damage: 3-5
Speed: 4
Movement: 25/10
Shots: 4
Growth: 9 per week
Cost: 40 Gold
Special Abilities: Ranged, Short Range, Normal Melee
Analysis: In my opinion the best level 1 creature, though it is not very effective at its job as a shooter. Has very high HP and deals the highest damage for a level 1. It also has good movement, but lack of shots let it down, as does short range.

Harpy: Level 2 Flyer
Hit Points: 24
Attack: 16
Defense: 15
Damage: 4-5
Speed: 5
Movement: 28/12
Shots: 0
Growth: 8 per week
Cost: 110 Gold
Special Abilities: Strike and Return, No Retaliation
Analysis: The Harpy’s specials are what saves it from being a poor level 2 creature. It has average HP, good attack and defense, very poor damage, but good movement. The ‘harpy’ strike and return and no retaliation helps it to retain its numbers.

Nomad: Level 2 Walker
Hit Points: 45
Attack: 16
Defense: 13
Damage: 6-9
Speed: 8
Movement: 27/12
Shots: 0
Growth: 6 per week
Cost: 150 Gold
Special Ability: First Strike
Analysis: A powerful and quick ally, the nomad relies on its first strike to defeat most of its enemies before they can retaliate. The Nomad is a great level 2 creature that is difficult to defeat.

Mermaid: Neutral Level 2 Walker/Swimmer
Hit Points: 38
Attack: 15
Defense: 13
Damage: 5-8
Speed: 5
Movement: 19/6
Shots: 0
Growth: N/A
Cost: N/A
Special Ability: Hypnotise
Analysis: A rather average creature aside from the above average HP and the possible hypnotism it incurs on enemy units.

Ogre Mage: Level 3 Walker
Hit Points: 85
Attack: 18
Defense: 16
Damage: 12-18
Speed: 4
Movement: 19/6
Mana: 6
Growth: 6 per week
Cost: 350 Gold
Special Ability: Bloodlust
Analysis: A comparatively poor level 3 creature, with HP acting as the saviour on this occasion. The astoundingly cheap Ogre Mage can cast bloodlust, which is an extinct product in the Stronghold. Their high growth of 6 per week compensates for their slow nature.

Cyclops: Level 3 Shooter
Hit Points: 95
Attack: 30
Defense: 24
Damage: 12-18
Speed: 4
Movement: 21/7
Shots: 8
Growth: 3 per week
Cost: 750 Gold
Special Abilities: Ranged, Area Attack
Analysis: In my eyes the best level 3 shooter. It has excellent attack and defense ratings, good HP, and the ever-important area attack ability, which makes it the best. The 8 shots need to be increased if it is to survive longer battles.

Thunderbird: Level 4 Flyer
Hit Points: 170
Attack: 30
Defense: 30
Damage: 28-40
Speed: 6
Movement: 29/13
Shots: 0
Growth: 3 per week
Cost: 1,800 Gold, 2 Mercury
Special Ability: Lightning Attack
Analysis: A powerful statistical creatures, but many more HP are needed if it is to compete with creatures such as the Angel, Hydra or Bone Dragon. The Lightning attack is an excellent ability to have; it adds much more damage to the total inflicted. The Thunderbird’s movement is also a high point.

Behemoth: Level 4 Walker
Hit Points: 240
Attack: 36
Defense: 34
Damage: 55-80
Speed: 6
Movement: 21/7
Shots: 0
Growth: 2 per week
Cost: 2,750 Gold, 2 Crystal
Special Ability: Strength
Analysis: A mammoth creature, as the name suggests, it deals a massive 80 damage, and has 36 and 34 attack and defense respectively. Additionally, it is very quick, and only costs 2,750 Gold + 2 Crystal. Also strength makes it much stronger in an offensive sense.

Sea Monster: Neutral Level 4 Walker/Swimmer
Hit Points: 275
Attack: 35
Defense: 34
Damage: 45-65
Speed: 5
Movement: 24/9
Shots: 0
Growth: N/A
Cost: N/A
Special Abilities: Devour
Analysis: A very strong creature, similar to the Behemoth. Devour can be linked to the Medusas stone gaze, and the Sea Monster is able to move rather far. 275 HP and great attack, defense, and damage ratings enable it to quickly defeat the opponent.

Frenzied Gnasher: Neutral Level 4 Walker
Hit Points: 300
Attack: 40
Defense: 40
Damage: 40-55
Speed: 4
Movement: 21/7
Shots: 0
Growth: 2 per week
Cost: 4,000 Gold, 2 Crystal
Special Abilities: Berserk, Magic Immunity
Analysis: A powerful creature with excellent attack and defense ratings, and also a large amount of Hit Points. Its magic immunity is another favourable feature, but the berserk is not. It deals fair damage and moves a fair distance, too. The berserk casts a dark shadow over an otherwise great creature.


Spells:

Stronghold does not have any spells. Instead, what they do have to compensate is 3 skills per might hero, the Magic Dampener, and the Breeding Pens. Now, is that a fair trade?


Strategies:

Stronghold is particularly powerful in special abilities and attack and defense values. They have the Breeding Pens to make their creatures even more affordable, and you will often see Might with the most creatures the earliest in a game. To exploit this, you must capture mines quickly so that you are able to build the 15,000 gold Breeding Pens to get a superior army, and thus try to bridge the gap between might and magic, so that your castle doesn’t require magic.
Berserkers are powerful, but you don’t have control over them. The best thing to do is to let them go, so they can defeat the enemy more quickly. Once the Berserkers have stalled them enough, your stronger creatures should enter the fray so that there are still some berserkers left, and so that you can do some damage. Centaurs need to be closer to the action, and so they do not waste shots dealing ¼ of their full damage. Also, if you bring them closer in earlier, they are ready to attack in a melee capacity when the run out of shots. Harpies, due to their movement, may be kept on the starting line, as they will reach just about any unit. Leave attack and return on, unless you are fighting against ranged attackers like Elves. Nomads are powerful, and can be used against other level 2s and will generally emerge victorious. Also use them to cut down smaller packs of level 3 creatures. Ogre Mages should be used in a spellcasting capacity until they are ready to enter into the battle, then use them to defeat more lowly creatures. Cyclopes have a great advantage when troops are close together, as the area attack can be implemented. Always try to look for the spot which attacks the most units, while not attacking your own. Thunderbirds are particularly useful against any creature which doesn’t have magic resistance, so lightning will affect them. Behemoth can be used anywhere, since they are so powerful, however, I try to focus on one creature, before they get inundated, and 5 creatures surrounding them.
During sieges, it is easiest to let the berserkers attack the gates, due to their two attacks and willingness to do so. This could lure the enemy out, but before they leave, use your Cyclopes to damage as many creatures as possible behind the wall, favourably those directly threatening you creatures.
My Creature Choices:
Harpy: 2/6
Nomad: 4/6
Ogre Mage: 0/6
Cyclops: 6/6
Thunderbird: 1/6
Behemoth: 5/6

Hero Classes

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 anything (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% resistance to Chaos spells and 50% protection (increase to Ranged and Melee Defense) 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 Spell points of the hero increase by +10 and Spell points 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 experience more creatures

Chaos/Death: Lich - Hero can temporarily age enemies: Aged enemies have their Attack reduced by 25%, their Defense 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

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

Sorcerer (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

Hero Skills

All Hero skills are described at basic levels unless stated otherwise.

Nobility Primary Skill:
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. Every level, this is increased by 10%.

Estates Secondary Skill:
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. Every level, this is increased by 100 gold.

Mining Secondary Skill: Advanced Description
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, sulphur, and crystals - in that order. It is required to learn Master Nobility.

Diplomacy Secondary Skill:
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. The convincement factor increases 10% every level, the experience count rises 120 every level, and the cost of surrendering decreases 10% every level.

Scouting Primary Skill:
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. This radius is increased by 1 every level. The hero can see enemies with same level stealth as it has scouting.
Additional scouting effects:
Advanced: Able to see number of creatures in enemy stack
Expert: Able to see what chance the army has of winning

Pathfinding Secondary Skill:
Basic Pathfinding reduces the hero's penalty for travelling over hostile terrain by 25%. It is required to learn Expert Scouting. This percentage increases by 25% every level until there is a bonus of 50% on Grandmaster level.

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

Stealth Secondary Skill:
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. Level of creatures increases by 1 every level. Scouting also does the same.

Tactics Primary Skill:
Basic Tactics gives all friendly creatures +1 speed and +2 movement. It also allows you to learn Advanced Offense, Advanced Leadership and Advanced Defense. Each speed and movement increases by 1 every level.

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

Leadership Secondary Skill:
Basic Leadership gives all friendly creatures +1 morale and +1 luck. Both morale and luck increase by 1 every level.

Combat Primary Skill:
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. Increases by 5 every level.

Melee Secondary Skill:
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. Melee attack increases by 5 every level, divides natural defense of an enemy by +0.5 every level.
Additional Melee Effects:
Expert: Hero gains ability to attack enemies before they retaliate.
Grandmaster: Hero attains two strikes

Archery Secondary Skill:
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. Ranged attack increases by 5 every level, divides natural defense of an enemy by +0.5 every level.
Additional Archery Effects:
Advanced: full damage with ranged attacks against defenders behind castle walls and other obstacles
Master: shoot before an enemy ranged troop can retaliate
Grandmaster: Hero attains two shots

Magic Resistance Secondary Skill:
Basic Magic Resistance gives the hero the ability to resist hostile spells 30% of the time.
Advanced: 50%
Expert: 70%
Master: 80%
Grandmaster: 100%

Life Magic Primary Skill:
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 allows level 2 spells, etc.

Healing Secondary Skill:
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. +10 Spell points and +2 Spell point regeneration every level.

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

Resurrection Secondary Skill:
Basic Resurrection allows the hero to resurrect 10% of the friendly creatures who die in combat. +10% every level after.

Nature Magic Primary Skill:
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 allows level 2 spells, etc.

Herbalism Secondary Skill:
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. +10 Spell points and +2 Spell point regeneration every level.

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

Summoning Secondary Skill:
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. Experience points per day increases 20 every level.
Additional Summoning Effects:
Expert: Satyrs, Elves, White Tigers
Grandmaster: Earth, Fire, Water, Air Elementals

Chaos Magic Primary Skill:
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 allows level 2 chaos magic spells and so on.

Conjuration Secondary Skill:
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. +10 Spell points and +2 Spell point regeneration every level.

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

Sorcery Secondary Skill:
Basic Sorcery increases the hero's spell damage (with all magic types) by 20%. An additional 20% every level attained after.

Death Magic Primary Skill:
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 allows the hero to cast level 2 spells, and so forth.

Occultism Secondary Skill:
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. +10 Spell points and +2 Spell point regeneration every level.

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

Necromancy Secondary Skill:
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.
Additional Necromancy Effects:
Advanced: 15% of defeated army, 80 experience
Expert: 20% of defeated army, 120 experience, skeletons or ghosts
Master: 25% of defeated army, 160 experience
Grandmaster: 30% of defeated army, 200 experience, skeletons, ghosts, vampires

Order Magic Primary Skill:
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 enables learning of level 2 spells, et cetera.

Enchantment Secondary Skill:
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. +10 Spell points and +2 Spell point regeneration every level.

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

Charm Secondary Skill:
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.
Additional Charm Effects:
Advanced: 20% conversion, 120 experience, 80% surrendering cost
Expert: 25% conversion, 180 experience, 75% surrendering cost
Master: 30% conversion, 240 experience, 70% surrendering cost
Grandmaster: 35% conversion, 300 experience, 65% surrendering cost

Creature Specialties

3 Headed Attack
Creature Possessing Ability: Cerberus
Effect: All enemies standing to the left, front and right of the creature are attacked simultaneously

Aging
Creature Possessing Ability: Ghost
Effect: Chance of Aging a unit during an attack. An Aged creature does less damage and has less defense for the remainder of combat.

Arc Breath Attack
Creature Possessing Ability: Megadragon
Effect: Is able to attack friendly or hostile creatures in an arc-shaped fashion

Area Attack
Creatures Possessing Ability: Cyclops, Gargantuan
Effect: The range attack strikes all targets, friendly or hostile, in a small area.

Berserk
Creature Possessing Ability: Berserker, Frenzied Gnasher
Effect: The creature must attack or move to attack every turn. They cannot wait.

Binding
Creature Possessing Ability: Mantis
Effect: Creature Binds the last creature attacked. Bound enemies cannot move, but can attack, retaliate and cast spells. Bound creatures do half damage when they attack.

Blinding
Creature Possessing Ability: Unicorn
Effect: Blind creatures cannot see, and hence cannot move, but they are also immune to spells with visual components

Physical Block
Creature Possessing Ability: Minotaur
Effect: The 30% of resisting a physical attack (melee or ranged)

Bloodlust
Creature Possessing Ability: Ogre Mage
Effect: Is able to cast the Chaos Magic Spell Bloodlust on itself and others

Sea Bonus
Creature Possessing Ability: Pirate
Effect: Creature moves faster, does more damage, and takes less damage when on a ship

Breath Attack
Creatures Possessing Ability: Black Dragon, Phoenix
Effect: Breathes fire, regarded as a fire attack, and may damage any unit behind the one they are attacking within a certain range

Chaos Ward
Creature Possessing Ability: Titan
Effect: Creature is immune to Chaos Magic and takes less damage from Chaotic Creatures

Charge
Creatures Possessing Ability: Champion, Dark Champion
Effect: Creature deals more damage when it moves from a distance to attack

Cold Attack
Creatures Possessing Ability: Ice Demon, Water Elemental
Effect: Creature has a cold-based attack; Creatures with Cold Resistance take half damage from their attacks

Cold Resistance
Creatures Possessing Ability: Ice Demon, Water Elemental
Effect: Creature is immune to cold-based spells and takes half damage from enemies with cold-based attacks

Curse
Creature Possessing Ability: Mummy
Effect: The Creature’s attack acts as the first level Death Magic spell, Curse

Death Ward
Creatures Possessing Ability: Crusader, Monk
Effect: Creature is immune to Death Magic and takes less damage from Death Creatures

Devour
Creature Possessing Ability: Sea Monster
Effect: Chance of devouring an enemy whole with each attack

Elemental
Creatures Possessing Ability: Air, Earth, Fire and Water Elementals, Gargoyle
Effect: Immune to spells that only affect living creatures, such as poison

Fear
Creature Possessing Ability: Bone Dragon
Effect: No Retaliation, and the creature affected steps away a few paces

Fire Attack
Creatures Possessing Ability: Efreet, Fire Elemental, Black Dragon, Phoenix
Effect: Creature has a fire-based attack; Creatures with Fire Resistance take half damage from their attacks

Fire Resistance
Creatures Possessing Ability: Efreet, Fire Elemental, Phoenix
Effect: Creature is immune to fire-based spells and takes half damage from enemies with fire-based attacks

Fire Shield
Creature Possessing Ability: Efreet
Effect: Has a fire shield that damages any enemy after they attack, even if that creature has already retaliated

First Strike
Creatures Possessing Ability: Champion, Dragon Golem, Nomad, Mantis, White Tiger, Dark Champion
Effect: In melee combat, the creature strikes first before an opponent can retaliate. Works while retaliating

Flying
Creatures Possessing Ability: Air Elemental, Angel, Beholder, Black Dragon, Bone Dragon, Efreet, Faerie Dragon, Gargoyle, Genie, Ghost, Griffin, Harpy, Imp, Mantis, Phoenix, Sprite, Thunderbird, Vampire
Effect: Creature can fly over obstacles, creatures, heroes, and castle walls in combat

Fortune
Creature Possessing Ability: Leprechaun
Effect: Can cast Nature Magic Spell Fortune on itself and others

Freezing Attack
Creature Possessing Ability: Ice Demon
Effect: Turns the enemy into a block of ice for 2 turns

Giantslayer
Creature Possessing Ability: Halfling
Effect: Deals 50% more damage against level 4 creatures

Greek Fire
Creature Possessing Ability: Catapult
Effect: Creature has area attack, but also allows it to attack enemies with deadly fire (fire attack)

Hypnotize
Creature Possessing Ability: Mermaid
Effect: Chance of taking control of an enemy opponent for 1 turn after a successful melee attack. The unit is affected by the spell "Charm".

Immune to Magic
Creature Possessing Ability: Black Dragon, Frenzied Gnasher
Effect: Immune to all magic, friendly or hostile

Immune to Visual Attacks
Creature Possessing Ability: Troglodyte
Effect: All abilities and spells that impair vision (like Blind and Stone Gaze) have no effect on creature

Insubstantial
Creatures Possessing Ability: Ghost, Air Elemental
Effect: Creature’s melee and ranged defense are increased by 100%. Cannot be binded.

Life Drain
Creature Possessing Ability: Vampire
Effect: After every successful melee attack, the creature drains life from the enemy to heal itself and even resurrect already perished creatures

Life Ward
Creature Possessing Ability: Devil
Effect: Creature is immune to Life Magic spells and takes less damage from Life creatures

Lightning
Creature Possessing Ability: Thunderbird
Effect: After every attack, the lightning spell is cast and hits the opponent, but does not incur any spell point loss. Does 30 damage per thunderbird.

No Range Penalty
Creatures Possessing Ability: Ballista, Crossbowman
Effect: Creature is not affected by range penalties, they can attack at full power no matter how far away they are from their target

Long Weapon
Creature Possessing Ability: Pikeman
Effect: Creature can attack enemies that are a short distance away, double the normal melee range, and are thus immune to retaliation (excluding fire shield)

Magic Mirror
Creatures Possessing Ability: Faerie Dragon, Evil Sorceress
Effect: Creatures with this ability can reflect all or part of the hostile spells back at the caster

Magic Resistance
Creatures Possessing Ability: Dwarf, Earth Elemental, Gold Golem, Goblin Knight, Megadragon
Effect: These creatures can avoid hostile spells, and take less damage from direct damage spells

Mana Leech
Creature Possessing Ability: Imp
Effect: Creature drains 2 spell points from an enemy spellcaster each turn and transfers it to a friendly spellcaster

Mechanical
Creatures Possessing Ability: Ballista, Gold Golem, Dragon Golem, Catapult
Effect: Creature is not affected by morale, or by spells or abilities that only work on living creatures

Mirth
Creature Possessing Ability: Satyr
Effect: Creature can cast the Life Magic Spell Mirth on themselves or allies

Multiple Attack
Creature Possessing Ability: Hydra
Effect: The Hydra strikes anything it is adjacent to simultaneously when attacking or retaliating

Negate First Strike
Creatures Possessing Ability: Dragon Golem, Pikeman, Goblin Knight
Effect: In melee combat, the creature never strikes after an opponent, even if they have First Strike ability

No Obstacle Penalty
Creatures Possessing Ability: Ballista
Effect: No Obstacle Penalty nullifies the effect of an obstacle or castle walls during a ranged attack

No Retaliation
Creatures Possessing Ability: Cerberus, Harpy, Hydra, Naga, Sprite, Vampire
Effect: When the creature attacks, the opponent cannot retaliate

Normal Melee
Creatures Possessing Ability: Centaur, Medusa, Orc, Titan
Effect: This ranged creature does not suffer a damage penalty when attacking enemies in melee combat

Poison
Creature Possessing Ability: Venom Spawn
Effect: Living creatures struck by the attack are Poisoned and take additional damage every turn

Random Harmful Spells
Creature Possessing Ability: Beholder
Effect: This creature casts a random spell in its artillery as a result of its melee or ranged attack

Ranged
Creatures Possessing Ability: Ballista, Beholder, Centaur, Crossbowman, Cyclops, Elf, Halfling, Medusa, Monk, Orc, Titan, Venom Spawn, Waspwort, Gargantuan, Catapult
Effect: Creature can attack at a distance; Does half damage in melee combat unless they have Normal Melee

Ranged First Strike
Creatures Possessing Ability: Elf
Effect: Creature strikes first in ranged combat before a ranged opponent can retaliate

Rebirth
Creature Possessing Ability: Phoenix
Effect: Creature can return to life if killed; If all are killed and haven't used the ability, a portion will be reborn

Regeneration
Creatures Possessing Ability: Troll, Dark Champion
Effect: Will heal up to 50 Hit Points once at the end of each turn

Resurrection
Creatures Possessing Ability: Angel
Effect: Is able to resurrect dead allies, except elementals, undead, or mechanical creatures whom they cannot resurrect

Shoots Twice
Creatures Possessing Ability: Elf, Gargantuan
Effect: The creature is able to shoot twice when it attacks, the second shot occurs after any enemy retaliation

Short Range
Creatures Possessing Ability: Orc, Centaur
Effect: These creatures are less effective at long range, the father they must throw their missile, the less damage they deal

Siege Capable
Creatures Possessing Ability: Catapult
Effect: Allows the creature to ignore all ranged attack damage penalties for a distance, and does full damage to targets behind castle walls and other objects.

Skeletal
Creatures Possessing Ability: Skeleton, Bone Dragon
Effect: Creatures ranged defense is increased by 100%

Spellcaster
Creatures Possessing Ability: Faerie Dragon, Genie, Magi, Water Elemental, Evil Sorceress
Effect: Creatures that have control over the spells they cast in combat

Stealth
Creature Possessing Ability: Bandit
Effect: Creature is invisible at a distance on the Adventure Map to 2nd level creatures and heroes with Basic Scouting. Creature is invisible to adjacent 1st level creatures and heroes with no scouting

Stone Gaze
Creature Possessing Ability: Medusa
Effect: The attack petrifies the enemy killing a number instantly, is not in effect against undead, mechanical, or elemental units

Stone Skin
Creature Possessing Ability: Gargoyle
Effect: Creature's Melee & Ranged Defense by 25% in combat, the Stoneskin spell has no additional effect

Strength
Creature Possessing Ability: Behemoth
Effect: Increases the damage dealt by the possessor in melee combat

Strike and Return
Creature Possessing Ability: Harpy
Effect: Creature flies back to the point it was situated after attacking in a melee capacity

Stun
Creature Possessing Ability: Squire
Effect: Chance of stunning enemies for 1 turn every attack. Stunned enemies cannot take action or retaliate

Summon Ice Demon
Creature Possessing Ability: Devil
Effect: Is able to summon Ice Demons

Taxpayer
Creature Possessing Ability: Peasant
Effect: Creature generates 1 gold per day per creature

Teleport
Creatures Possessing Ability: Devil, Evil Sorceress
Effect: Can teleport to any spot on the battlefield instantly, regardless of terrain

Terror
Creatures Possessing Ability: Nightmare, Dark Champion
Effect: Creature can cast Terror on an opponent; Enemies with Terror cannot take any action for 2 turns

Toughness
Creature Possessing Ability: Zombie
Effect: Creatures are more resistant to damage and a slight HP increase is incurred

Two Attacks
Creatures Possessing Ability: Berserker, Crusader, Wolf
Effect: Creature attacks twice in melee combat. Second attack occurs after the opponent has retaliated

Undead
Creatures Possessing Ability: Bone Dragon, Ghost, Mummy, Skeleton, Vampire, Dark Champion, Zombie
Effect: Creature is not affected by morale, or by spells or abilities that only work on living creatures

Unlimited Retaliation
Creature Possessing Ability: Griffin
Effect: Creature can retaliate against any number of attacks in one turn

Unlimited Shots
Creature Possessing Ability: Medusa
Effect: Creature can fire a limitless amount of shots in combat

Weakness
Creature Possessing Ability: Waspwort
Effect: Creature inflicts Weakness on its target each attack. Weakened creatures do less damage

Artifacts

Axe: Increases the hero’s melee attack by 8, and decreases the hero´s speed by 1.

Chain Mail: Increases the hero’s melee and ranged defense by 8. It also decreases movement by 1 and increases the casting cost of all spells by 1 point.
Plate Mail: Increases the hero’s melee and ranged defense by 10. It also decreases movement by 2 and increases the casting cost of all spells by 2 points.

Crossbow: Increases a hero’s ranged attack by 3, and removes all range penalties.
Greatsword: Increases a hero’s melee attack by 13. Uses both the left and right hand slots.

Longbow: Increases a hero’s ranged attack by 5.

Leather: Increases the hero’s melee and ranged defense by 5.

Longsword: Increases the hero’s melee attack and melee defense by 3.

Mage’s Staff: Reduces the mana cost of all spells by 1 point. Uses both the left and right hand slots.
Telescope: Increases a hero’s scouting radius by 1.

Shield: Gives the hero +3 melee and ranged defense.

Potions

Vial of Binding Liquid: When thrown at a creature, it acts as a Slow spell and also restricts a creature's ability to fly.

Cloud of Despair: When thrown at a creature or space, all creatures within a 3x3 yard area get a negative 10 to their morale.Holy

Water: When a hero drinks it, it casts Death Ward and Bless on the recipient. When thrown at an enemy, it acts as the Holy Word spell.

Demon Fire: When thrown at a target it causes a 3x3 yard explosion of flames (same as the Fireball spell) around a target within the line of sight of the caster, doing fire damage to all targets within its blast radius.

Potion of Cold: The melee attacks of the hero who drinks this potion gain the Freeze ability for the duration of one combat.

Potion of Endurance: The army who drinks this potion gains +3 movement. Only one potion may be used per day per party.

Potion of Fire Resistance: The hero who drinks this potion gains the special Fire Resistance ability for the duration of one combat.

Potion of Healing: Heals all of the hero's wounds, and also cures Poison and Plague. It can only be used on the owner.

Potion of Toughness: The hit points of the hero who drinks this potion temporarily increases by 25% for the duration of one combat. The effect is not cumulative.

Potion of Luck: Gives the hero who drinks this potion maximum positive luck.

Potion of Mana: The mana of the hero who drinks this potion increases by 25 points. The spell point total can exceed the hero's normal maximum. It can be used both on the Adventure Map and the Combat Map.

Potion of Mirth: Gives the hero who drinks this potion maximum positive morale.

Potion of Quickness: The hero who drinks this potion gains an extra attack, lasting for for one full turn.

Potion of Resistance: The hero who drinks this potion gains 50% magic resistance for the duration of one combat.

Potion of Restoration: All negative spell effects are removed from the hero who drinks this potion.

Potion of Speed: The speed of the hero who drinks this potion is increased by 3 for the duration of one combat. The effects are not cumulative.

Vial of Acid: When thrown on living targets, It reduces their Melee and Ranged Defense by 20%. When thrown on a dead stack, it destroys it.
Vial of Blinding Smoke: When thrown, all ranged attacks within a 3x3 yard area do 50% less damage.

Vial of Choking Gas: The enemy target does 15% less damage and their Melee and Ranged Defense are reduced by 15%. Does not work on Mechanical, Undead or Elemental creatures.

Vial of Poison: Causes the user's attacks to become poisonous. Any target struck by the user in melee or ranged combat will suffer the effects of the Poison spell.

Potion of Strength: The melee damage of the hero who drinks this potion increases by 25% for the duration of one combat. The effects are not cumulative.

Treasures

Cap of Knowledge: The hero gains +5 spell points and regenerates 1 extra spell point per day.

Helm of Seeing: The hero and all friendly units are immune to the Blind spell.
Elven Chain Mail: Increases the hero's Melee and Ranged Defense by 10.

Dwarven Hammer: Increases the hero's Melee Attack by 10.

David’s Sling: All friendly creatures do 50% more ranged damage to level 4 enemies.

War Sling: Increases the hero's Ranged Attack by 10.

Parchment of ...

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

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

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

Apprentice’s Handbook: Contains all first level spells. The hero must have the appropriate magic skills to cast the spells.

Cloak of Warding: The hero gains 30% magic resistance.

Ring of Health: Increases the hero's hit points by 50%.

Ring of Protection: Increases the Melee and Ranged Defense of all friendly targets by 20%.

Wizards’s Ring: Increases the hero's spell points by 5, and regenerates +1 spell point per day.

Warlord’s Ring Increases the melee and ranged damage of all friendly targets by 20%.

Ring of Strength: Increases the hero's Melee and Ranged Attack by 5.

Cart of Ore: Gives +2 ore per day when equipped by a hero.
Cart of Lumber: Gives +2 wood per day when equipped by a hero.

Purse of Gold: Gives +250 gold per day when equipped by a hero.

Bag of Gold: Gives +500 gold per day when equipped by a hero.

Viewing Crystal: Gives a hero a +2 scouting radius when equipped.

Crystal of Memory: All friendly targets are immune to Forgetfulness.

Badge of Courage: All friendly targets are immune to Fear spells and effects.

Sextant: Gives a hero +50% movement over the sea.

Crest of Valor: Gives all friendly targets +1 morale.

Gambler’s Deck: All friendly targets get +1 luck.

Horseshoe: All friendly targets get +1 luc
Four Leaf Clover: All friendly targets get +1 luck.

Spider’s Silk Arrows: Casts Bind on enemy targets struck by a ranged attack.

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

Minor

Mind Shield: All friendly creatures are immune to all Mind spells.

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

Circlet of Wisdom: The hero gains +10 spell points and regenerates 2 extra spell points per day.

Magic Amplifier: All friendly creatures use 33% less spell points when casting spells.

Mullich’s Helm of Leadership: All friendly targets get +2 morale and +1 speed.

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

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

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

Crusader’s Mace: All friendly targets do +30% melee and ranged damage.

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

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

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

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

Nomad Blackbow: Increases the hero's Ranged Attack by 20.

Throwing Spear: Increases the hero's Melee and Ranged Attack by 8.

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

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

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

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

Wand of Ice: Casts the Ice Bolt spell. The wand begins each combat with 4 spell points and regenerates 2 spell points per round.
Wand of Healing: Casts the Heal spell. The wand starts each combat with 2 spell points and regenerates 2 spell points per round.

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

Wand of Fireballs
Casts the Fireball spell. The wand starts each combat with 8 spell points and regenerates 2 spell points per round.

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

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

Wand of Blesses: Casts the Bless spell. The wand begins each combat with 2 spell points and regenerates 2 spell points per round.
Wand of Animating Dead: Casts the Animate Dead spell. The wand begins each combat with 4 spell points and regenerates 2 spell points per round.

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

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

Journeyman’s Notebook: Contains all second level spells. The hero must have the appropriate magic skills to cast the spells.

Snowshoes: Gives an army the ability to ignore Snow terrain movement penalties.

Boots of the Crocodile: Gives an army the ability to ignore Swamp terrain movement penalties.

Fireproof Boots: Gives an army the ability to ignore Volcanic terrain movement penalties.

Sandwalker Sandals: Gives an army the ability to ignore Sand terrain movement penalties.

Surefooted Boots: Gives an army the ability to ignore Rough terrain movement penalties.

Cloak of Distraction: The hero ignores the threat area of enemy troops.
Mage’s Robe: The mana cost of all spells cast by the wearer is reduced by 1 point.

Cowl of Resistance: The hero gains 50% magic resistance.

Cape of Protection: All friendly targets gain 30% magic resistance.

Amulet of Fear: Gives the hero the No Retaliation ability, same as the Fear spell.

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

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

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

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

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

Medal of Honor: All friendly targets get +2 morale.

Ring of Permanency: All friendly targets are immune to Dispel, Cancellation, and Steal Enchantment.

Ring of Speed: Gives all friendly targets +2 to their speed in combat.

Ring of the Elementals: All Summon Elemental spells create twice as many creatures as normal.

Ring of Lesser Negation:When casting spells, the hero ignores all "Ward" limitations caused by creature abilities and spells.

Ring of the Cobra’s Eye: Creatures struck by the hero during combat are Poisoned (same as the Death spell).

Leprechaun’s Ring: Gives +2 luck to all friendly targets.

Equestrian’s Gloves: Provides +25% movement on all terrains except water.

Crystal Figurine: Gives +1 crystal per day when equipped by a hero.
Gem Casket: Gives +1 gem per day when equipped by a hero.

Flask of Mercury: Gives +1 mercury per day when equipped by a hero.
Brazier of Sulfur: Gives +1 sulfur per day when equipped by a hero.

Sack of Gold:The Sack of Gold provides +750 gold per day when equipped by a hero.

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

Arrow of Slaying: Gives the hero the Slayer ability during ranged attacks.

Purse of Penny Pinching: The hero gains a 10% discount on all creature purchases when this item is equipped. It only works if the hero is doing the actual hiring and will not work via the Caravan screen.
Major

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

Helm of Power: The hero gains +20 spell points and regenerates 4 extra spell points per day.

Seaman’s Hat: The hero gets no penalty for disembarking or boarding a ship.
Armor of Chaos: Increases the hero's Melee and Ranged Defense by 20, and also grants them Order Ward.

Armor of Death: Increases the hero's Melee and Ranged Defense by 20, and also grants them Life Ward.

Armor of Life: Increases the hero's Melee and Ranged Defense by 20, and also grants them Death Ward.

Armor of Order: Increases the hero's Melee and Ranged Defense by 20, and also grants them Chaos Ward.

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

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

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

Gryphonheart’s Plate Mail: Increases the hero's Melee and Ranged Defense by 30.

Scale Mail of Strength: Increases the hero's Melee and Ranged Defense by 10, and also increases their Melee and Ranged Attack by 10.

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

Tynan’s Dagger of Despair: Targets struck with this weapon receive maximum negative morale as the Death spell, Sorrow.

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

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

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

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

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

Emerald Longbow: Increases the hero's Ranged Attack by 30.

Lion’s Shield of Courage: Increases the Melee and Ranged Defense of all friendly creatures by 40%. It also gives the hero +3 Melee and Ranged Defense.

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

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

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

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

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

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

Staff of Death: Gives the hero plus 50% to the damage and power level of Death spells. Uses both the left and right hand slots.
Staff of Wizardry: Reduces the mana cost of all Order spells by 50%. The minimum cost of any spell is 1 point. Uses both the left and right hand slots.

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

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

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

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

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

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

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

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

Master’s Spellbook: Contains all third level spells. The hero must have the appropriate magic skills to cast the spells.

Guildmaster’s Compendium: Contains all fourth level spells. The hero must have the appropriate magic skills to cast the spells.
Boots of Travel: Gives an army +50% movement on land.

Boots of the Explorer: Gives an army the ability to ignore all terrain penalties.
Winged Sandals: Gives all friendly creatures +2 movement in combat

Robe of the Guardian: The hero is immune to the damage dealt from the first three attacks of each combat

Mantle of Spell Turning: The hero gains 70% magic resistance

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

Fizbin of Misfortune: Autonomously  casts Misfortune on all enemy targets as long as a hero has it equipped.

Mirror of Revenge: The hero gains the Magic Mirror ability (same as the Chaos Magic spell).

Shackles of War: Renders the army unable to retreat or surrender during combat.
Maranthea’s Mug: Morale is heightened by 3 for every unit.

Relic

Supreme Crown of the Magi: The hero gains 50 spell points and regenerates 10 extra spell points per day.

Adamantine Armor: Increases the hero's Melee and Ranged Defense by 50.

Sword of the Gods: Increases the hero's Melee Attack and Melee Defense by 3. All friendly units deal 50% damage.

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

Bull Rune Battleaxe: Increases the hero's Melee Attack by 50.

Bow of the Elf King: Increases the hero's Ranged Attack by 5. All friendly ranged creatures gain +1 shot per ranged attack
Horned Bow: Increases the hero's Ranged Attack by 50.

Adamantine Shield: Provides all friendly targets with a 50% bonus to their Melee and Ranged Defense. It also gives the hero +3 Melee and Ranged Defense.
Archmage’s Codex: Contains all fifth level spells, however, the hero must have the appropriate magic skills to cast the spells.

Neener’s Invulnerable Cloak: The hero is granted 100% magic resistance.
Scarab of Summoning: Doubles the power of the hero's summoning, raise, illusion spells.

Ring of Greater Negation: All spell immunities and protections are banished for all creatures and heroes including your own units.

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

Gathering Storm Artifacts
Full set bonus: A hero wearing both the Cloak of Darkness and the Ring of Light is granted one Guardian Angel at the start of every combat.

Ring of Light: Increases the hero's Melee and Ranged Damage by 10, the effectiveness of Life spells cast by the hero is heightened, and it grants the hero Death Ward.

Cloak of Darkness: Increases the hero's Melee and Ranged Defense by 10, increases the effectiveness of Death spells cast by the hero, and grants the hero Life Ward.
Full set bonus:
A hero wearing the Tiger Armor and the Tiger Helm, and wielding the Frost Hammer is granted Regenration and Dragon Strength.
Tiger Armor: Increases the hero's Melee and Ranged Defense by 25, additionally, it heightens the hero's speed and movement by 2.

Tiger Helm: Increases the hero's Melee and Ranged Defense by 5, and grants the hero the Negate First Strike ability.

Frost Hammer: Increases the hero's Melee Attack by 25. Opponents hit by the hero in combat have a chance of being frozen for two turns.

Full set bonus: Targets of a hero wearing the Harmonic Chainmail and the Necklace of Muses, and possessing Aiffe's Mandolin, are not affected by the Song of Peace spell.
Harmonic Chainmail: Increases the hero's Melee and Ranged Defense by 15, and grants the hero Mirth.

Necklace of Muses: Increases the hero's Spell Points by 15 and regenrates 5 spell points per day.

Aiffe's Mandolin: The hero obtains the ability to cast Song of Peace, Unholy Song, and Mass Fervor.

Full set bonus: A hero possessing the Necklace of Balance, the Flame of Chaos, and the Ice Scales is granted Magic Mirror effect.

Flame of Chaos: Grants the hero Order Ward and Cold Resistance, and reduces the spell point cost of Chaos spells by 2.
Ice Scales: Grants the hero Chaos Ward and Fire Resistance, and reduces the spell point cost of Order spells by 2.
Necklace of Balance: Increases the effect of Order and Chaos spells by 25%.
Full set bonus: A hero wearing the Archmage's Hat, the Staff of Disruption, the Wayfaring Boots, the Ring of Flares, and the Angelfeather Cloak is granted the ability to ignore an enemy hero's or creature's magic resistance.

Archmage's Hat: Hero gains 10 spell points and regenerates 2 spell points per day. The hero also has the blur spell's effects.

Staff of Disruption: Hero gains 10 spell points and ignores all 'ward' limitations brought about by creature abilities and spells.

Wayfaring Boots: Hero gains 10 spell points, his movement increases by 25% and he ignores all terrain penalties.
Ring of Flares: Hero gains 10 spell points and every spell costs 2 less spell points to cast.

Angelfeather Cloak: Hero gains 10 spell points, obtains the effects of 'Heavenly Shield' and 'Flight'.

Hero Experience Table

This is the hero experience table for Heroes IV up to level 33.

1  0
2 1000
3 2000
4 3200
5 4600
6 6200
7 8100
8 10300
9 12900
10 16000
11 19700
12 24100
13 29300
14 35500
15 42900
16 51700
17 62200
18 74800
19 89900
20 108000
21 129700
22 155700
23 186900
24 224300
25 269100
26 322800
27 387200
28 464400
29 557000
30 668100
31 801400
32 961300
33 1153100

Global Facts

Here, you will find interesting facts about Heroes IV, which may aid you in deciding which town to play with for a particular map.

Most Hit Points – Based on Average Creature Hit Points (Including Neutral)
Asylum: 152.79
Stronghold: 119.09
Preserve: 90.24
Haven: 87.55
Academy: 85.11
Necropolis: 81.54

Most Hit Points – Based on Average Creature Hit Points (Not Including Neutral)
Asylum: 115.5
Preserve: 92.75
Necropolis: 89.25
Stronghold: 87.13
Academy: 83.25
Haven: 72.25

Fastest Town – Based on Average Creature Speed (Including Neutral)
Preserve: 6.17
Academy: 5.89
Asylum: 5.71
Necropolis: 5.46
Stronghold: 5.18
Haven: 4.10

Fastest Town – Based on Average Creature Speed (Not Including Neutral)
Preserve: 7.25
Necropolis: 6.00
Asylum: 5.88
Academy: 5.75
Stronghold: 5.38
Haven: 4.88

Longest Movement – Based on Average Movement of Creatures (Including Neutral)
Necropolis: 36.69
Academy: 33.55
Preserve: 32.05
Stronghold: 31.91
Asylum: 31.00
Haven: 26.30

Longest Movement – Based on Average Movement of Creatures (Not Including Neutral)
Necropolis: 39.75
Preserve: 36.50
Stronghold: 32.88
Asylum: 31.75
Academy: 27.75
Haven: 27.38

Most Spells Per Town
Haven: 33
Preserve: 31
Necropolis: 30
Asylum: 28
Academy: 27
Stronghold: 0

My Town Rankings
Asylum: 93%
Necropolis: 91%
Academy: 84%
Preserve: 83%
Stronghold: 78%
Haven: 77%

That is finally the end! If you have any suggestions, please direct them at me in this thread. This includes things you would like me to add, mistakes I have made, or things you would like me to make clearer.

Credit made to:
Heroes of Might and Magic IV Manual
Celestial Heavens

Edit By ThE_HyDrA:
Update 1: Added meaning of Siege Capable.
Update 2, April 3, 2004: Added Artifacts list.

Edit by Lich: +Qp applied, WOW this is the longest thread, you've made IMO...
TOP
____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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UncleJR
UncleJR


Adventuring Hero
posted September 18, 2003 10:31 PM

An Excelent Primer on H4

That was a great deal of work there and very informative.

You might note that Divine Intervention WILL bring back a dead hero.  It WILL NOT bring back dead army, though.

DI has saved my buttski on more than one occassion when I had more than one hero in the army (and in the campaign where I had nothing but heroes).

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Huh?

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valkyrica
valkyrica


Supreme Hero
posted September 18, 2003 10:52 PM

also terror freezes target for 2 turns, not 1

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I'm Guybrush Threepwood, mighty pirate

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splat
splat


Adventuring Hero
posted September 24, 2003 09:35 AM

Divine intervention resurrects dead heroes in combat, but I noted that it doesn't work on the adventure map. I would like it if that also worked.
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R59
R59


Hired Hero
Carroty Wharfs back. No Really
posted January 02, 2004 06:58 AM

That guide was excellent. I never really knew how to play heroes that well. Now i am alot better and i actually play the game properly instead of using cheats all the time.
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DORI-KIN

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 20, 2004 07:53 PM

@ HYDRA:


Which part of Homm4 contains the "ROCK GROWTH" spell???
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Lich_King
Lich_King


Honorable
Supreme Hero
posted January 20, 2004 08:01 PM

The Equilibirs 3.2 version had Rock Growth, but for some bugs, which caused the cras of the game, spell was disabled.
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pietjebell
pietjebell


Promising
Known Hero
positive
posted February 10, 2004 07:56 PM

excellent work there Hydra!

Hooray!


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BOOT: what U give yur computer to start

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 11, 2004 01:47 PM

Hydra, two more things.

1: You didn't write what does it mean "Siege Capable"

2: Could you write what are the artifacts of all H4s (not including Equilbris, if you have it)?
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Gun
Gun

Tavern Dweller
posted February 15, 2004 08:46 AM

what is this'equilibris' thing? sorry for my ignorance...
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maybe i'd be better on my own; it's easier for me to be alone...

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Cujo
Cujo

Tavern Dweller
posted February 25, 2004 05:38 PM

Killer write-up!

The kids all lost any documents on the game so now I have something again
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Eisenor
Eisenor

Tavern Dweller
posted February 26, 2004 07:00 PM

Equilibris

@Gun

Equilibris is the product of a team of players/developers that have been working diligently to equalize the different town types and hero types so that it is more enjoyable to play ALL of the different towns/heroes.

Visit their website:  http://zone.ee/homm4/eng/news.html

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EldarionZTG
EldarionZTG

Tavern Dweller
posted February 28, 2004 04:56 PM

Hydra could you pleeeease make a similar guide for heroes 3.

good job!!!
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Skeid
Skeid

Tavern Dweller
posted March 10, 2004 08:54 PM
Edited By: Skeid on 10 Mar 2004

I'm just wondering were you could get the level 4 creatures like Evil Sorceress. I've never seen any of them.

BTW: I'm a beginner

EDIT: Their neutral, but..?
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Lich_King
Lich_King


Honorable
Supreme Hero
posted March 10, 2004 10:22 PM

You must have either a The Gathering Storm or The Winds of War expansion in order to get those 7 new creatures.
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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted April 03, 2004 05:22 PM

Hey you (the_hydra) should add an explanation of Luck and Morale system: benefits or minuses, flaws of it etc.
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Dyrvom
Dyrvom


Adventuring Hero
posted April 03, 2004 08:05 PM

If you're familiar with the H3 luck/morale system, then all you really need to know is that luck effects defense instead of attack, and morale no longer is effected by creature allignments within an army. Otherwise, yeah, a guide would be nice for teh n00bs.
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DarkTitan
DarkTitan


Promising
Famous Hero
posted April 18, 2004 07:32 AM

Very Nice HyDrA


Good Work!!

Only one thing i noticed, in Asylum, u went 6/6 for hydras over black dragons. I know u are very 'fond' of them, but u may confuse some of the newbies. i would just like to say blackies should be more like 4/6. Only rarely do i see it fit to choose the hydra over a blackie, but there are some obvious reasons when to use them.

HyDrA, How did you get WoW? I've looked around here in Adelaide, but have not been able to locate it.
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igoraki
igoraki


Hired Hero
posted June 11, 2004 03:13 PM

Hypnotise
Creature Possessing Ability: Medusa
Effect: Chance of taking control of an enemy opponent for 1 turn after a successful melee attack

wrong,of course, creature is mermaid...other than that,great work.Am working on proposal for heroes 5,so this is most usefull.
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