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 RingIncreases 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 CommandAll 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...
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"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.”