ЛИГА ГЕРОЕВ
Heroes of Might and Magic IV (PC)
Hero Skills and Classes FAQ v1.0
By: Lena LeRay
E-mail: javiir@hotmail.com
May 19, 2002
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TABLE OF CONTENTS
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1) Introduction
2) Skill List
3) Starting Class List
4) Full Class List
5) Legal Information
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1) INTRODUCTION
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The information in this FAQ can be found in the manual. There's
an excellent chart on pages 41 - 42 that shows the combinations of
skills needed to get most of the classes. More detail on the classes
can be found on pages 116 - 120, including why you should bother
with the classes -- their special abilities.
So... why write a FAQ if it's all there already? Well, if
you're like me, you'd rather have an easy to find web page or text
file sitting online somewhere. If you're like some friends of mine,
you are guaranteed to lose or destroy the book at some point. Maybe
you've installed it on a laptop and forgotten the book.
Whatever reason you choose, on with the real reason you're
here.
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2) SKILL LIST
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Knowing the skills in Heroes of Might and MAgic IV (HOMM IV)
work is an important part of understanding how to get the classes
you want. It's the skills your heroes have that define what classes
they take on.
In HOMM IV, your character can learn up to twenty skills,
total; however, fifteen of those will be offshoots of the other
five. In other words, You can choose up to five paths of learning
for your character to take. Three other skills get built on top of
each of those foundations.
For instance, the Tactics skill increases the speed and
movement of all the friendly units travelling with the hero. In
addition, it makes it possible for the hero to learn the Offense,
Leadership, and Defense skills. Each of these has its own separate
function. All four of these skills work off of each other; some
upgrades of a given skill can't be learned until other skills in
that group are learned first.
When a hero gets two or more skills in a group, he's considered
to have specialized in that group of skills. The first two groups of
skills a hero specializes in determine his class. After that, it's
the strongest two sets of skills that determine his class. It IS
possible to change classes later on. However, it's hard to do
because once a hero takes on a class, the skills relevant to that
class will be the ones more likely to get upgrades when he levels
up.
This list of skills presents a general overview of what each
skill does and which classes each skill group is needed to obtain.
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Chaos Magic
Chaos Magic allows the hero to cast Chaos spells.
Conjuration: Increases the hero's spell points and spell point
regeneration
Pyromancy: Increases the effectiveness of Chaos Magic
Sorcery: Increases hero's spell damage
Classes: Archmage (optional), Fire Diviner, Fireguard, Heretic,
Lich, Pyromancer, Sorcerer, Warlock, Witch King,
Wizard
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Combat
Combat increases hero's melee and ranged defense.
Melee: Increases the hero's melee attack and lowers the
target's defense against it
Archery: Increases the hero's ranged attack and lowers the
target's defense against it
Magic Resistence: Increases the hero's magic resistance
Classes: Archer, Assassin, Barbarian, Battle Mage, Beastmaster,
Fireguard, General, Paladin, Ranger, Warlord
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Death Magic
Death Magic allows the hero to cast Death spells.
Occultism: Increases the hero's spell points and spell point
regeneration
Demonology: Increases the effectiveness of Death Magic
Necromancy: Allows the hero to raise skeletons from the dead of
a defeated army
Classes: Archmage (optional), Assassin, Dark Lord, Dark Priest,
Demonologist, Lich, Necromancer, Ninja, Reaver, Shadow
Mage
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Life Magic
Life Magic allows the hero to cast Death spells.
Healing: Increases the hero's spell points and spell point
regeneration
Spirituality: Increases the effectiveness of Life Magic
Ressurection: Allows the hero to ressurect some of his dead
troops; some restrictions apply
Classes: Archmage (Optional), Cardinal, Crusader, Dark Priest,
Heretic, Monk, Paladin, Priest, Prophet, Summoner
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Nature Magic
Nature Magic allows the hero to cast Nature spells.
Herbalism: Increases the hero's spell points and spell point
regeneration
Meditation: Increases the effectiveness of Nature Magic
Summoning: Allows the hero to summon varying creatures
Classes: Archmage (optional), Bard, Beast Lord, Beastmaster,
Demonologist, Druid, Enchanter, Summoner, Warden, Warlock
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Nobility
Nobility allows a hero to become governor of a town, increasing
creature growth.
Estates: The hero earns extra gold for his kingdom.
Mining: The hero earns extra resources for his kingdom.
Diplomacy: Allows the hero to bribe some outnumbered enemy
units into joining his side
Classes: Beast Lord, Cardinal, Dark Lord, Guildmaster, Lord,
Lord Commander, Warlord, Witch King, Wizard King
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Order Magic
Order Magic allows a hero to cast Order spells.
Enchantment: Increases the hero's spell points and spell point
regeneration
Wizardry: Increases the effectiveness of Nature Magic
Charm: Allows a hero to convert a small number of outnumbered
troops to his side
Classes: Archmage (optional), Battle Mage, Enchanter,
Illusionist, Mage, Monk, Seer, Wizard, Wizard King
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Scouting
Scouting increases the hero's scouting radius.
Pathfinding: Makes it easier for the hero to travel in the
adventure map
Seamanship: Makes it easier for the hero to travel in the
adventure map
Stealth: Allows the hero to travel without being seen when by
himself and not adjacent to others; Allows the hero to see
others with an equal or lower level of stealth
Classes: Bard, Field Martial, Fire Diviner, Guildmaster, Ninja,
Prophet, Ranger, Seer, Thief
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Tactics
Tactics increases the speed and movement of all friendly
creatures.
Offense: All friendly creatures get +10% to melee and ranged
attacks
Defense: All friendly creatures get +10% to melee and ranged
defense
Leadership: All friendly creatures get +1 Luck and Morale
Classes: Crusader, Death Knight, Field Martial, General,
Illusionist, Knight, Lord Commander, Pyromancer, Reaver,
Warden
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3) Starting Class List
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Every hero starts out with one specialized skill group under
his belt. This group defines his starting class. Starting classes
only require one skill, and have no special class abilities.
Skill Starting Class
----- --------------
Tactics Death Knight/Knight
Combat Archer/Barbarian
Scouting Thief
Nobility Lord
Life Magic Priest
Order Magic Mage
Death Magic Necromancer
Chaos Magic Sorcerer
Nature Magic Druid
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4) FULL CLASS LIST
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This is an alphabetical list off all of the classes, their
skill specialization requirements, and their special abilities.
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Archer
Skills Required: Combat
Class Ability: None
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Archmage
Skills Required: 3 Different Magic Types
Class Ability: Hero gets +20% to all spell effects
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Assassin
Skills Required: Combat, Death Magic
Class Ability: Hero's speed and movement increase by 3
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Barbarian
Skills Required: Combat
Class Ability: None
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Bard
Skills Required: Nature Magic, Scouting
Class Ability: Hero has maximum Luck at all times
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Battle Mage
Skills Required: Combat, Order Magic
Class Ability: Automatically learns Magic Fist spell;
Hero gets +205 to Magic Fist and Ice Bolt spells
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Beast Lord
Skills Required: Nature Magic, Nobility
Class Ability: Hero gets +20% to Summon Wolf and Summon White
Tiger spells
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Beastmaster
Skills Required: Combat, Nature Magic
Class Ability: Hero gets +20% to Summon Wolf
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Cardinal
Skills Required: Life Magic, Nobility
Class Ability: Hero gets +5% to ressurection skill
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Crusader
Skills Required: Life Magic, Tactics
Class Ability: Hero has maximum Morale at all times
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Dark Lord
Skills Required: Death Magic, Nobility
Class Ability: Hero's melee attack causes target maximum
negative morale
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Dark Priest
Skills Required: Death Magic, Life Magic
Class Ability: Hero gains 1 hit point for every 2 melee damage
he deals
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Death Knight
Skills Required: Tactics
Class Ability: None
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Demonologist
Skills Required: Death Magic, Nature Magic
Class Ability: Hero gets +50% to all demon summoning spells
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Druid
Skills Required: Nature Magic
Class Ability: None
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Enchanter
Skills Required: Nature Magic, Order Magic
Class Ability: Hero gets +20% to all summoning and illusion
spells
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Field Marshal
Skills Required: Scouting, Tactics
Class Ability: All friendly creatures get +10% to melee and
ranged attack
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Fire Diviner
Skills Required: Chaos Magic, Scouting
Class Ability: Hero gets +20% to the effects of all fire-based
spells
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Fireguard
Skills Required: Chaos Magic, Combat
Class Ability: Hero is immune to fire-based spells; Hero takes
half damage from fire-based melee attacks
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General
Skills Required: Combat, Tactics
Class Ability: All friendly creatures get +1 morale
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Guildmaster
Skills Required: Nobility, Scouting
Class Ability: Hero's melee attack has a chance of Stunning the
target
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Heretic
Skills Required: Chaos Magic, Life Magic
Class Ability: Hero can ignore the effect of all wards
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Illusionist
Skills Required: Order Magic, Tactics
Class Ability: Hero gets +20% to the effects of all illusion
spells
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Knight
Skills Required: Tactics
Class Ability: None
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Lich
Skills Required: Chaos Magic, Death Magic
Class Ability: Hero's melee attack has a chance of Aging the
target
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Lord
Skills Required: Nobility
Class Ability: None
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Lord Commander
Skills Required: Nobility, Tactics
Class Ability: All friendly creatures get +2 morale
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Mage
Skills Required: Order Magic
Class Ability: None
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Monk
Skills Required: Life Magic, Order Magic
Class Ability: Hero has Chaos Ward at all times
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Necromancer
Skills Required: Death Magic
Class Ability: None
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Ninja
Skills Required: Death Magic, Scouting
Class Ability: Hero's melee attack becomes poisonous
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Paladin
Skills Required: Combat, Life Magic
Class Ability: Hero has Death Ward at all times
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Priest
Skills Required: Life Magic
Class Ability: None
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Prophet
Skills Required: Life Magic, Scouting
Class Ability: Hero has Spiritual Armor at all times
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Pyromancer
Skills Required: Chaos Magic, Tactics
Class Ability: Any unit using a melee attack on Hero takes fire
damage
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Ranger
Skills Required: Combat, Scouting
Class Ability: Hero gets ranged ability and +5 ranged attack
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Reaver
Skills Required: Death Magic, Tactics
Class Ability: Hero has Bloodlust at all times
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Seer
Skills Required: Order Magic, Scouting
Class Ability: Hero's scouting radius increases by 2
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Shadow Mage
Skills Required: Death Magic, Order Magic
Class Ability: Hero has Blur at all times
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Sorcerer
Skills Required: Chaos Magic
Class Ability: None
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Summoner
Skills Required: Life Magic, Nature Magic
Class Ability: Hero can summon +20 experience points worth of
creatures per day
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Thief
Skills Required: Scouting
Class Ability: None
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Warden
Skills Required: Nature Magic, Tactics
Class Ability: All friendly Creatures get +10% to melee and
ranged defense
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Warlock
Skills Required: Chaos Magic, Nature Magic
Class Ability: Hero gets +10 spell points and can regenerate 1
extra spell point per day
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Warlord
Skills Required: Combat, Nobility
Class Ability: Hero gets +5 to melee attack
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Witch King
Skills Required: Chaos Magic, Nobility
Class Ability: Hero's attack keeps target from retaliating;
target runs away for a short distance
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Wizard
Skills Required: Chaos Magic, Order Magic
Class Ability: Hero's spell costs decrease by 2
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Wizard King
Skills Required: Nobility, Order Magic
Class Ability: Hero's melee attack gives target maximum bad
Luck
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5) LEGAL INFORMATION
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This document, Copyright 2002 by Lena LeRay, is protected under USA
copyright laws. It is for private, personal home use ONLY, and may
not be reproduced in whole or in part for any reason without
permission from Lena LeRay.
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