Magic Skills
There are 9 primary skills in Heroes of Might and Magic IV - 4 Might
and 5 Magic primary skills. A hero may learn up to 5 primary skills.
Each primary skill has three associated secondary skills. To learn the
secondary skills, their parent primary skill must be learned first.
Once the primary skill is learned, you will be able to learn all of its
associated secondary skills. Each skill, primary or secondary, has five
levels of mastery.
The manual describes some skills incorrectly. There are even some
errors in the in-game descriptions (for example, Master Combat
description says that it is required for Grandmaster Melee, when it is
clearly not). I've tested the below descriptions to make sure they are
accurate.
Unlike Might Skills, Magic Skills are identical in terms of
development structure and offer exactly the same bonuses in their
respective magic, except for the third Secondary Skill, and except for
Demonology, which teaches additional spells in combination with Nature
Magic.
The varying third Secondary Skill is focused on having more
creatures in the army, with the exception of Chaos magic, where the
third Secondary Skill is focused on magic spell damage.
Most of the time the choice of which Magic Primary Skill to learn
depends on what spells are available in your town/s. An exception to
this is when you want to gain a particular third Secondary Skill, such
as Resurrection or Sorcery. Before you decide how far to develop a
particular Magic Skill, you should fully build every mage guild that
teaches spells of relevant alignment. You might not have useful
high-level spells for that magic school in your guilds, and knowing
this will allow you to invest valuable hero levels into another skill.
Remember that by investing a few levels into three magic schools,
your hero can become an Archmage (advanced hero class) and gain a +20%
bonus to effects of all spells. Remember that the Archmage will replace
any other advanced hero class.
LIFE MAGIC - Primary Skill
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Gives hero the ability to cast Life Magic spells.
Basic: Умение дает герою возможность использовать заклинания магии Жизни 1 уровня. Навык необiодим для изучения Навык необходим для освоения Исцеления и Воскрешения I ступени.
Advanced: Умение дает герою возможность использовать заклинания магии Жизни 2 уровня. Навык необiодим для изучения Навык необiодим для освоения Исцеления и Воскрешения IV ступени.
Expert: hero can cast level 3 Life Magic spells. Requires Advanced Healing and Basic Spirituality.
Master: hero can cast level 4 Life Magic spells. Requires Expert Healing and Expert Spirituality.
Grandmaster: hero can cast level 5 Life Magic spells. Requires Grandmaster Healing and Grandmaster Spirituality. |
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Healing - Life Magic Secondary Skill
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Gives the hero extra spell points and increases spell point recovery.
Basic: +10 spell points, +2 spell points recovered per day.
Advanced: +20 spell points, +4 spell points recovered per day. Requires Advanced Life Magic.
Expert: +30 spell points, +6 spell points recovered per day. Requires Expert Life Magic.
Master: +40 spell points, +8 spell points recovered per day. Requires Master Life Magic.
Grandmaster: +50 spell points, +10 spell points recovered per day. |
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Spirituality - Life Magic Secondary Skill
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Increases the effectiveness of Life Magic spells.
Basic: +20%. Requires Advanced Life Magic.
Advanced: +40%. Requires Expert Life Magic.
Expert: +60%.
Master: +80%. Requires Master Life Magic.
Grandmaster: +100%. |
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Resurrection - Life Magic Secondary Skill
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Allows the hero to resurrect a percentage of friendly creatures who
die in combat. Undead, mechanical and elemental creatures cannot be
resurrected.
Basic: 20%.
Advanced: 30%.
Expert: 40%. Requires Advanced Life Magic.
Master: 45%.
Grandmaster: 50%. Requires Expert Life Magic. |
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Life Magic focuses on healing, blessings and protection. The only
direct damage spells in Life Magic are against undead. A notable
feature of Life Magic are ward and mass ward spells that can offer a
significant defence against both might and magic of a particular
alignment. Basically, it will feel like God is protecting your army.
When learning Life Magic, it's a good idea to invest a couple of
levels into Tactics - that will make your hero into a Crusader
(advanced class) and give him/her a maximum morale for plenty of extra
turns in combat. Also consider combining with Nobility (+5% to
Resurrection), Combat (hero gets Death Ward) or Order Magic (hero gets
Chaos Ward).
Any hero, even a might hero, should consider learning Life Magic for
Resurrection. By investing just three levels: Basic Life Magic, Basic
Resurrection and Advanced Resurrection, your hero can resurrect 30% of
battle casualties (35% if your hero only has Nobility and Life Magic)!
Add four more levels: Basic Healing, Advanced Life Magic, Expert
Resurrection and Master Resurrecton - and your hero will resurrect 45%
of fallen allies (50% if your hero only has Nobility and Life Magic).
Then you will need another 4 levels to get an additional 5% of
Resurrection, so don't bother Grandmastering it.
Necropolis army will not be able to use Resurrection. Academy army
consisting of Gold Golems, Genies and Dragon Golems will find
Resurrection similarly useless. Academy army of Mages, Nagas and Titans
can make full use of Resurrection. Haven players should note that
Ballista cannot be resurrected when making a level 2 building decision.
ORDER MAGIC - Primary Skill
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Gives hero the ability to cast Order Magic spells.
Basic: hero can cast level 1 Order Magic spells. Gives one level 1 Order Magic spell.
Advanced: hero can cast level 2 Order Magic spells. Requires Basic Enchantment.
Expert: hero can cast level 3 Order Magic spells. Requires Advanced Enchantment and Basic Wizardry.
Master: hero can cast level 4 Order Magic spells. Requires Expert Enchantment and Expert Wizardry.
Grandmaster: hero can cast level 5 Order Magic spells. Requires Grandmaster Enchantment and Grandmaster Wizardry. |
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Enchantment - Order Magic Secondary Skill
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Gives the hero extra spell points and increases spell point recovery.
Basic: +10 spell points, +2 spell points recovered per day.
Advanced: +20 spell points, +4 spell points recovered per day. Requires Advanced Order Magic.
Expert: +30 spell points, +6 spell points recovered per day. Requires Expert Order Magic.
Master: +40 spell points, +8 spell points recovered per day. Requires Master Order Magic.
Grandmaster: +50 spell points, +10 spell points recovered per day. |
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Wizardry - Order Magic Secondary Skill
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Increases the effectiveness of Order Magic spells.
Basic: +20%. Requires Advanced Order Magic.
Advanced: +40%. Requires Expert Order Magic.
Expert: +60%.
Master: +80%. Requires Master Order Magic.
Grandmaster: +100%. |
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Charm - Order Magic Secondary Skill
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Hero can convert a percentage of greatly outnumbered hostile creatures to his side. Surrendering cost is reduced.
Basic: 15% of creatures, but no more than 60 experience points +10% per hero level. Surrendering cost = 90%.
Advanced: 20% of creatures, but no more than 120 experience points +10% per hero level. Surrendering cost = 80%.
Expert: 25% of creatures, but no more than 180 experience points +10% per hero level. Surrendering cost = 75%. Requires Advanced Order Magic.
Master: 30% of creatures, but no more than 240 experience points +10% per hero level. Surrendering cost = 70%.
Grandmaster: 35% of creatures, but no more than 300 experience points +10% per hero level. Surrendering cost = 65%. Requires Expert Order Magic. |
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Order Magic focuses on confusing the enemy, hindering or preventing
their attacks and spells, battlefield mobility, strengthening ranged
advantages, and offers low level direct damage spells. Basically you're
going to mess with people's minds ;)
The best advanced class resulting from Order Magic is clearly the
Wizard (Order + Chaos Magic), which reduces the spell point cost of all
spells by 2. Many other advanced classes arising from Order Magic are
not that good. Charm is only half as effective as Diplomacy (Nobility
Secondary Skill), but advantage of Charm is that you don't have to pay
for these creatures. It is an option to do the same 3 or 7 level trick
(see Life Magic comments) with Charm, but I think Resurrection is a
much better deal.
Charm Secondary Skill is useful on maps with lots of guards,
especially if a lot of them are of your alignment. Charm gives you some
of the army that you are about to attack for free. You can use the free
creatures to guard captured towns, scout the map, man the garrisons,
block passages against enemy scouts etc. But if the map does not have
many guards, consider spending those five levels on another skill -
Charm is entirely optional in Order Magic.
DEATH MAGIC - Primary Skill
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Gives hero the ability to cast Death Magic spells.
Basic: hero can cast level 1 Death Magic spells. Gives one level 1 Death Magic spell.
Advanced: hero can cast level 2 Death Magic spells. Requires Basic Occultism.
Expert: hero can cast level 3 Death Magic spells. Requires Advanced Occultism and Basic Demonology.
Master: hero can cast level 4 Death Magic spells. Requires Expert Occultism and Expert Demonology.
Grandmaster: hero can cast level 5 Death Magic spells. Requires Grandmaster Occultism and Grandmaster Demonology. |
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Occultism - Death Magic Secondary Skill
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Gives the hero extra spell points and increases spell point recovery.
Basic: +10 spell points, +2 spell points recovered per day.
Advanced: +20 spell points, +4 spell points recovered per day. Requires Advanced Death Magic.
Expert: +30 spell points, +6 spell points recovered per day. Requires Expert Death Magic.
Master: +40 spell points, +8 spell points recovered per day. Requires Master Death Magic.
Grandmaster: +50 spell points, +10 spell points recovered per day. |
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Demonology - Death Magic Secondary Skill
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Increases the effectiveness of Death Magic spells. Teaches spells if combined with Nature Magic skill.
Basic: +20%. Teaches Summon Imp spell if hero also knows Basic Nature Magic. Requires Advanced Death Magic.
Advanced: +40%. Teaches Summon Cerebus spell if hero also knows Advanced Nature Magic. Requires Expert Death Magic.
Expert: +60%. Teaches Summon Ice Demon spell if hero also knows Expert Nature Magic.
Master: +80%. Teaches Summon Venom Spawn spell if hero also knows Master Nature Magic. Requires Master Death Magic.
Grandmaster: +100%. Teaches Summon Devils spell if hero also knows Grandmaster Nature Magic. |
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Necromancy - Death Magic Secondary Skill
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Hero raises a number of undead creatures equal to a percentage of
strength of a defeated army. Maximum of 1 undead creature per 1 slain
enemy. Undead, mechanical, and elemental creatures cannot be raised.
Basic: 10% of defeated army strength, but no more than 40 experience points of undead +10% per hero level, raised as Skeletons.
Advanced: 15% of defeated army strength, but no more than 80 experience points of undead +10% per hero level, raised as Skeletons.
Expert: 20% of defeated army strength, but no more than 120
experience points of undead +10% per hero level, raised as Skeletons or
Ghosts. Requires Advanced Death Magic.
Master: 25% of defeated army strength, but no more than 160
experience points of undead +10% per hero level, raised as Skeletons or
Ghosts.
Grandmaster: 30% of defeated army strength, but no more than 200
experience points of undead +10% per hero level, raised as Skeletons,
Ghosts or Vampires. Requires Expert Death Magic. |
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Death Magic focuses on curses, raising dead and vampirism. There is
a high-level direct damage spell as well. Basically, that's what
Necromancers do - curse, steal life and raise dead.
Most of advanced hero classes resulting from Death Magic give
your hero a special melee attack, and melee is not what your
Necromancer really wants to engage in. You could combine with Combat to
become an Assasin and get +3 speed and movement, combine with Nobility
to become a Dark Lord and get a demoralising melee attack, or combine
with Life Magic and become a Dark Priest with a cool vampiric melee
attack. The problem with developing Life Magic alongside Death Magic is
that Resurrection will not work on your undead units.
A very interesting scenario is to go for the Demonologist advanced
class (Death + Nature Magic) to get a +50% bonus to all Demon Summoning
spell. To summon Ice Demons you will to spend 6 levels on Nature Magic,
add another 4 for Venom Spawns and another 5 for Devils. It's a long
road to summoning Devils, but for big maps it's a fun one to undertake.
If you also find the artifact called Demonary, your Demonologist will
literally raise hell!
Necromancy is useful only for Necropolis as the morale penalty from
having undead in a living army is severe. Death Magic, except for
curses, is not very useful to any other alignment due to its strong
focus on undead creatures.
Expert Necromancy will enable the raising of Ghosts. If you don't
want Ghosts - fill all slots of the army that has no Ghosts but has
Skeletons, and your hero will raise Skeletons again. By default, the
hero will raise the best creature. Grandmaster Necromancy is the grand
goal - Vampire is an excellent creature that can drain life to
regenerate itself. With a cost of 1100 gold per Vampire, you'd want
some for free, wouldn't you? Another advantage of raising Vampires or
Ghosts is that you won't be restricted to fighting numerous weak
creatures to reap the benefits.
With Grandmaster Necromancy,
Level 11 hero can raise a maximum of 2 Vampires, 12 Ghosts or 70 Skeletons per battle.
Level 21 hero can raise a maximum of 3 Vampires, 18 Ghosts or 103 Skeletons per battle.
Level 31 hero can raise a maximum of 4 Vampires, 24 Ghosts or 136 Skeletons per battle.
CHAOS MAGIC - Primary Skill
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Gives hero the ability to cast Chaos Magic spells.
Basic: hero can cast level 1 Chaos Magic spells. Gives one level 1 Chaos Magic spell.
Advanced: hero can cast level 2 Chaos Magic spells. Requires Basic Conjuration.
Expert: hero can cast level 3 Chaos Magic spells. Requires Advanced Conjuration and Basic Pyromancy.
Master: hero can cast level 4 Chaos Magic spells. Requires Expert Conjuration and Expert Pyromancy.
Grandmaster: hero can cast level 5 Chaos Magic spells. Requires Grandmaster Conjuration and Grandmaster Pyromancy. |
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Conjuration - Chaos Magic Secondary Skill
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Gives the hero extra spell points and increases spell point recovery.
Basic: +10 spell points, +2 spell points recovered per day.
Advanced: +20 spell points, +4 spell points recovered per day. Requires Advanced Chaos Magic.
Expert: +30 spell points, +6 spell points recovered per day. Requires Expert Chaos Magic.
Master: +40 spell points, +8 spell points recovered per day. Requires Master Chaos Magic.
Grandmaster: +50 spell points, +10 spell points recovered per day. |
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Pyromancy - Chaos Magic Secondary Skill
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Increases the effectiveness of Chaos Magic spells.
Basic: +20%. Requires Advanced Chaos Magic.
Advanced: +40%. Requires Expert Chaos Magic.
Expert: +60%.
Master: +80%. Requires Master Chaos Magic.
Grandmaster: +100%. |
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Sorcery - Chaos Magic Secondary Skill
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Increases the hero's spell damage (with all magic types).
Basic: +20%.
Advanced: +40%.
Expert: +60%. Requires Advanced Chaos Magic.
Master: +80%.
Grandmaster: +100%. Requires Expert Chaos Magic. |
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Chaos magic focuses strongly on direct damage, making your army more
vicious and hindering the enemy. Basically, your hero and your army
will whoop some serious ass ;)
If you aim to develop Chaos Magic to a high level, ignore Sorcery
and focus on Pyromancy instead, as it increases both damage and spell
effects (not just damage) and it is required to advance Chaos Magic.
There are some excellent advanced hero classes to consider. With
Scouting, your hero can become a Fire Diviner and get a +20% bonus to
the effects of all fire-based spells. With Combat, your hero will
become a Fireguard, gain immunity to fire-based spells and take half
damage from fire-based attacks. Fireguard is a perfect Armageddon
caster. If your opponent casts Chaos Wards to hinder your spells,
invest in Life Magic to make your hero a Heretic who ignores the
effects of all wards. Finally, combine Chaos and Order Magic Skills to
make a Wizard - all spells will cost 2 spell points less to cast!
Sorcery really is a unique skill that will benefit all of your
damaging spells. Even if you are using damaging spells of another
alignment, it is a good idea to get Chaos Magic and develop Sorcery. By
following a similar plan as described for Resurrection, you can invest
3 levels to boost your spell damage by 40%. 4 more levels and you have
another additional 40% spell damage. Another 4 levels will only yield
another 20%, so you might want to pass on that unless you also want to
develop Chaos Magic.
NATURE MAGIC - Primary Skill
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Gives hero the ability to cast Nature Magic spells.
Basic: hero can cast level 1 Nature Magic spells. Gives one level 1 Nature Magic spell.
Advanced: hero can cast level 2 Nature Magic spells. Requires Basic Herbalism.
Expert: hero can cast level 3 Nature Magic spells. Requires Advanced Herbalism and Basic Meditation.
Master: hero can cast level 4 Nature Magic spells. Requires Expert Herbalism and Expert Meditation.
Grandmaster: hero can cast level 5 Nature Magic spells. Requires Grandmaster Herbalism and Grandmaster Meditation. |
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Herbalism - Nature Magic Secondary Skill
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Gives the hero extra spell points and increases spell point recovery.
Basic: +10 spell points, +2 spell points recovered per day.
Advanced: +20 spell points, +4 spell points recovered per day. Requires Advanced Nature Magic.
Expert: +30 spell points, +6 spell points recovered per day. Requires Expert Nature Magic.
Master: +40 spell points, +8 spell points recovered per day. Requires Master Nature Magic.
Grandmaster: +50 spell points, +10 spell points recovered per day. |
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Meditation - Nature Magic Secondary Skill
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Increases the effectiveness of Nature Magic spells.
Basic: +20%. Requires Advanced Nature Magic.
Advanced: +40%. Requires Expert Nature Magic.
Expert: +60%.
Master: +80%. Requires Master Nature Magic.
Grandmaster: +100%. |
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Summoning - Nature Magic Secondary Skill
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Hero summons creatures into his/her army every day.
Basic: summons Leprechauns, Sprites or Wolves at a rate of 10 experience points of creatures per day.
Advanced: summons Leprechauns, Sprites or Wolves at a rate of 20 experience points of creatures per day.
Expert: summons Elvel, Satyrs or Tigers at a rate of 30 experience points of creatures per day. Requires Advanced Nature Magic.
Master: summons Elvel, Satyrs or Tigers at a rate of 40 experience points of creatures per day.
Grandmaster: summons Earth, Air, Fire or Water Elementals at a rate of 50 experience points of creatures per day. Requires Expert Nature Magic. |
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Nature Magic focuses on summoning and strengthening your creatures.
Basically, while enemy is busy fighting your creatures in battle, your
hero can be producing reinforcements.
If you cast the same summoning spell twice, it will increase the
creature stack that you've already summoned - this way you hero can
replenish and build up one strong creature rather than having many
weakings. Summoning spells are weak unless you really focus on them, so
I suggest that you learn Nature Magic only if you want your hero to
become a full-time summoner.
In terms of advanced hero classes, avoid the Beastmaster (Combat +
Nature Magic) - you won't be using that Summon Wolf bonus for too long.
The Demonologist (Nature + Death Magic) path is described under Death
Magic above. Warden is an excellent class to aim for (Tactics + Nature
Magic) - to add +10% to melee/ranged defence of all your creatures just
invest a couple of levels into the Tactics skill.
Summoning Secondary Skill has caused a lot of debate. On one hand it
gives you free creatures. On the other hand you have limited control
over which creatures your hero will summon. You can fill up your army
with stacks of sprites for instance, then your hero will only summon
sprites. But if you have empty slots in your amy, you might end up with
a different type of creature summoned every day. So choose what
creatures you wish to summon and control it by filling up empty spaces
of your army. Sprites are good due to their adventure map speed and no
retaliation. Leprechauns are pretty useless. Boosting your Elves or
Tigers is also handy. When you get to elementals, choose Air for
adventure map speed, Fire for range attacks or Water for magic. Earth
Elementals are too slow - not recommended. You can give Summoning skill
a significant boost by making your hero a Summoner - Nature + Life
Magic combination grants this advanced hero class +20 experience points
of creatures per day bonus to Summoning.
Here's how many experience points each creature requires to be
summoned: Sprite - 7, Leprechaun - 7, Wolf - 11, Satyr - 39, Elf - 43,
White Tiger - 54, Water Elemental - 73, Air Elemental - 74, Fire
Elemental - 75, Earth Elemental - 77. Summoning experience points are
never lost - leftovers are stored for the next day. With Grandmaster
Summoning, your hero will summon about 233 gold worth of Elementals per
day (326 gold if the hero is a Summoner). Go for Nobility instead,
which will give you more money, boost town population, and avoid the
empty army slot filling hassle. Instead of putting 5 levels into
Summoning, put 2 into Nobility and 3 into Estates and you'll come out
better off. Don't forget to add six points into Tactics as it will give
your hero a better advanced class than the Beast Lord (+20% to Summon
Wolf and Summon White Tiger spells from Nature Magic + Nobility).
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