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PAGE 3: SPELL LISTS            PAGE 4: SKILL LISTS                PAGE 5:
                                                                                                  Skill Progression Flowchart
                                                                                                  Keyboard Shortcuts     
Learning Spells:
   magic schools, guilds and libraries, spell book
Army Screen:
   troop statistics, trading between armies, combat formations
   creature information, army selector
Combat:
   combat screen buttons, combat screen cursors, attacking
   line of sight, damage calculation, combat results
   the spoils of war, resurrection and necromancy, siege combat
   sea combat, charm and diplomacy
Puzzle Screen
PAGE 1:
Heroes of Might and Magic IV Manual
compiled by Bluewind
INTRODUCTION

THE DREAM

I had a dream last night for the first time in over eight hundred years, and I am afraid my dream might be true In a dark tower, floating in the nothingness at the end of time, Fate lives. She is an enigma. She has the eyes of an elder who has seen too much, the voluptuous body of a woman grown, and the innocent smile of a happy child. She is alone. No man, elf, demon or god survived whatever calamity brought about the end of everything. Fate gets up from the dinner table where there is only a single chair, and ascends a small staircase that will take her to the top of the tower. Her feet are bare against the cold stone, and I shiver, for unforgiving rock is all that her flesh has ever known. She is stunningly beautiful, I decide, although I cannot determine what she is wearing because her image shimmers before me. Finally, she reaches her destination  a simple room with a huge, glass loom and a stool. She stares at the loom solemnly. She hesitates. But Fate knows she cannot wait forever and sits at the chair. Methodically, she chooses a ball of black yarn from a bag at her feet and she frowns. She threads it into the loom, and then selects another ball. This one is purple, and her frown deepens. A tear forms in one eye as she threads it into the loom as well.
One by one, she chooses more yarn and attaches it to the loom. Next blue, then red, then green, and finally orange. Then her hands work furiously, pulling and twisting and spinning, as she begins weaving a tapestry. I desperately want to see the images formed by her craft, but my vision blurs every time I try. So I look at her face instead, and notice her single tear has become many. Fate doesn't want to weave this pattern, but she continues anyway. It is her destiny  her purpose And that is how it ends. I am not a genie prone to premonitions, but I find it difficult to believe this was only a dream. Please, pray that I am wrong!

Solymr ibn Wali Barad
PAGE 1:
SCENARIO INFORMATION
The first, and perhaps most important, options are:

GUARDING MONSTERS
This allows you to change the behaviour of guarding monsters between the stationary state and mobile state. Guarding monsters can patrol their area and move to attack anyone who comes close to them. However, Heroes of Might and Magic III players who are used to creatures not moving can use this option to make them stationary.

DIFFICULTY
Novice
At this easiest setting, neutral armies are smaller, you get more experience from battle, you start with more gold, computer players start with nothing, computer players have fewer options in combat, and computer players don't build as often as they can.
Intermediate
At this normal setting, neutral armies are normal, you get the normal experience from battle, you start with more gold than the computer player, computer players have more options in combat, and computer players don't build as often as they can.
Advanced
At this harder setting, neutral armies are larger than normal, you start with the same amount of gold as the computer players, and computer players have no handicaps in combat.
Expert
At this difficult setting, neutral armies are much larger than normal and you start with less gold than the computer players.
Champion
At this hardest setting, neutral armies are quite large, you start with no gold, and the computer starts with extra gold.
ADVANCED OPTIONS IN MAIN MENU

ALIGNMENT
Select which alignment you want to play from one of seven options  Life, Death, Order, Chaos, Nature, Might or Random.

GAME OPTIONS

SHOW COORDINATES
Toggle the pop-up window on and off which reveals the map coordinates of any spot indicated by the mouse cursor. Three numbers are given, including an 'x' and 'y' similar to a latitude and longitude. These allow you to find any location on the map, and a 'z' indicates which level it is located on  (1) for the surface level and (2) for the underground level.

ADVENTURE SCREEN

BUTTONS ON ADVENTURE SCREEN

View World:
This option brings up a larger version of the Adventure Map so you can study the map in more detail.
View Puzzle:
This option reveals the location of a buried treasure once you have visited all of the oracles on a given map.
View Caravans:
This displays a list of all the Caravans currently en route from one town to another.

ARMY/TOWN SELECTORS

On the right, below the Mini-Map, is the Army/Town Selector section of the Adventure screen. Each list reveals a picture of each active army or town in your kingdom. When you click on this portrait, the Adventure Map will centre on that army or town, allowing you to find them quickly.
Army Portraits
The Army Portrait displays the most powerful hero or creature in your army. The indicator to the left of the portrait shows the number of remaining movement points your army has for that turn, and the right indicator reveals the relative strength of your army.
Town Portraits
The Town Portrait features a horizontal bar graph with three informational bars. The green bar (top) shows how far overall this town has been built. The blue bar (middle) shows the level of the mage guild in that town. If you built a structure at the town during that turn, a "check" will appear in its portrait to indicate that you can't build there again. The red bar (bottom) shows the level of the creature generators in that town. Finally, there is a smaller version of the Mini-Map on the extreme right of each portrait that reveals the approximate location of that town on the Adventure Map.
Army/Garrison Display
The troop slots beneath the Army/Town Selectors show each member of the currently selected army or town garrison. The portrait of a hero features two bars underneath: the red bar indicates the hero's remaining Hit Points, and the blue bar indicates the hero's remaining Spell Points. The portrait of a creature has a number beneath it indicating the total number of creatures comprising that troop. The Army/Garrison display is not viewable in 800x600 mode.
Troop Display
Beneath the Army/Garrison Display is the Troop Display, revealing the eight strongest skills of a hero, or special abilities of a creature. The Troop Display is only viewable in the 1200x1024 mode.

WANDERING ARMIES
Note that wandering armies can have as many as seven different types of troops or heroes, but the image that will appear on the Adventure screen will indicate the strongest hero or creature type only.

NEUTRAL TURNS
The 'neutral turn' is the turn in which unaligned armies can act. Creatures or armies without a colour associated with them are considered neutral. Even though they have no controller, they can still wander around the map, interact with adventure objects, and even attack players.

THE SHROUD
The 'Shroud' is the darkness that covers unexplored areas of the map. Once your army travels through an unexplored region, the Shroud will permanently disappear. However, every army, town and flagged object has its own scouting radius, so there will be times when you cannot see all of the land that you have explored. In this case, a gray area called the 'Fog of War' covers the map. You will be able to see adventure objects and terrain features through the Fog of War, but you will not be able to see enemy army movement. Heroes with the Scouting skill have a wider scouting radius and can see more of the map.

SPYING ON OTHER ARMIES
The Scouting skill gives a hero the ability to determine the exact numbers in another army, and at higher levels, gives detailed information about the heroes as well.

STEALTH SKILL OF THE HERO
The Stealth skill gives a hero the ability to sneak past other armies to flag mines, collect resources, steal artifacts, and spy on enemy troop movement. This only works, however, if the hero is alone and at least six tiles away from another friendly army. As a special bonus, a character that uses the Stealth skill effectively and sneaks by an army will gain a portion of the experience he or she would normally gain if he or she had defeated that army in combat.
MOVEMENT ON THE ADVENTURE MAP
To move on the Adventure Map, simply click on the spot you want to travel to and an "X" will appear. Click on that spot again and you will move to that location. You will notice a dotted line shows you the path your army will take. Normally, this path is green to indicate that the route you have chosen is safe. However, if the path turns yellow, that means the route you have chosen passes within the guard radius of an enemy army and you could be attacked. Finally, if the path changes to red, it means your army doesn't have enough movement points to get to its destination, and you won't be able to move again until the next turn.

MOVING YOUR ARMY
You move your armies around the Adventure Map by clicking on your destination to bring up a path to 1) see if you have enough movement points left to reach that location, and 2) to see if there are any armies standing in your path keeping you from reaching your destination. If all is clear, click on your destination again and your army will move to that spot.

MOVEMENT ALLOWANCES
The slowest troop in an army determines the movement of that army. Once the basic movement for an army has been calculated, other factors can change the movement allowance of an army. Terrain, roads, the Pathfinding skill, a troop's native terrain, artifacts, and structures can all affect an army's movement.

TERRAIN
Some terrain types are more difficult to cross over than others are, so when an army passes over a non-native terrain type, it moves at a slower pace. Troops native to a certain terrain type don't get as much of a movement penalty on their native terrain because they have lived on that terrain all their lives. Below is a chart indicating the penalties an army will gain for passing over a certain terrain type and a list of what alignments are native to what type of terrains.
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Terrain

Grass
Dirt
Snow
Sand
Swamp
Rough
Volcanic

Movement Cost
100%
100%
175%
150%
200%
125%
125%

Native Alignment
Life & Nature
----------------
Order
----------------
Chaos
Might
Death
PATHFINDING SKILL
Heroes with the Pathfinding skill can improve the movement rate of an army over any terrain on the Adventure Map, and the hero's movement on the Combat Map increases as well.  See the definition of the Pathfinding skill in the World Reference section at the end of this manual for more details.

SHIP TRAVEL
With the exception of the water elemental, mermaid and sea monster, no army can travel across the sea without the assistance of a ship.

SEAMANSHIP SKILL
The presence of a hero with the Seamanship skill not only increases an army's movement across the sea, but also increases an army's ability to fight aboard ship just as if he or she had an equivalent level of Tactics skill.
ADVENTURE OBJECTS

Shroud Towers
Remove a portion of the shroud beyond your normal scouting range.

Power-Ups
Enhance the abilities of your hero either temporarily or permanently. The Fountain of Strength will give a temporary boost to the combat damage of any hero until after his or her next battle.

Luck-Morale Boosters
Temporarily increase the luck or morale of your entire army, including your creatures. Visit objects like Clover Field or the Blessing Stone to gain a temporary boost to your army's luck. Praying at a Temple of Order will raise the morale of any creatures and heroes of the same alignment. For example, the Temple of Order will give its benefit to any Order troops or heroes in your army.

Skill Enhancers
Increase a skill or give a hero a new skill. Only a hero can use it. Structures like the School of Magic give you the opportunity to purchase skills for your heroes. As long as you have the space for the new skill, you should visit the School of Magic to find out what skills are available. Other similar skill-enhancing buildings include the Magic University, Library, School of War, War University, Veteran's Guild, Witch's Hut, and Beastmaster's Hut.

Movement Modifiers
Temporarily increase your movement rate around the Adventure Map. At the Wet Log Inn you can increase your army's movement over certain terrain types - in this case, swamp.

Spell Point Regenerators
Automatically regenerate a portion or all of a hero's Spell Points.

Sacred Fountain
The Sacred Fountain raises the Spell Points of the heroes in your army. Many objects raise a hero's statistics in some way.

Magic Shrines
Teach a hero a single spell.

Altars
Teach a hero a certain skill.

Quest Huts/Guards
Provide unique quests where the player will be asked to fulfil one condition to get a certain reward.

Creature Banks
An army must defeat the guards of these objects to claim the resources and/or artifacts hidden within.

Border Guards/Gates
Block a narrow passage until a player visits the Keymaster's Tent of the same colour. Only then can that player pass.

Sanctuaries
As long as an army stays at a Sanctuary or Sea Sanctuary, it cannot be harmed by nearby enemy armies. Also, dead heroes can be resurrected here by monks.

Oracles
Reveals a portion of a Puzzle Map leading the player to a buried treasure (or the Grail). The only way to find this buried treasure is to visit a certain number of the same type of Oracles, and then the entire Puzzle Map will be revealed.

Portals
Transports you instantly to a Portal of a similar colour. The one-way version of the Portal will send you to a Portal Exit, but you cannot return the way you came.

Ferries
This object is similar to a Portal, but it transports you to another Ferry on the same body of water only.

Whirlpools
This object is similar to a Portal in that it will transport your army to another Whirlpool, but unfortunately, this dangerous object will claim the lives of some of your troops.

Chains
Chains will block a ship from passing through a certain waterway. If they are linked with the Sea Guard, you will be able to make the chain disappear if you complete the quest for the Sea Guard that chain is attached to.

Windmill and Water Wheel
These buildings provide a quantity of resources or gold every week as long as they are flagged with your colour, so they are important structures to protect from your enemy.

Medicine Wagon
The Medicine Wagon disappears after you visit it, just like loose resources and Treasure Chests. These one-time objects (also including the Campfire and Backpack) give you minor artifacts and/or resources.

Blacksmith
The Blacksmith allows you to purchase minor artifacts such as potions, long swords, and shields.
TOWN SCREEN

Although you do not need a town to play a scenario in Heroes of Might and Magic IV, having one or more can be a great advantage.

TOWN TYPES

Haven
The home of Life-aligned troops and magic guilds devoted to Life Magic.
Necropolis
The home of Death-aligned troops and magic guilds devoted to Death Magic.
Academy
The home of Order-aligned troops and magic guilds devoted to Order Magic.
Asylum
The home of Chaos-aligned troops and magic guilds devoted to Chaos Magic.
Preserve
The home of Nature-aligned troops and magic guilds devoted to Nature Magic.
Stronghold
The home of neutral-aligned troops who have shunned magic in all its forms.

TOWN ALLIANCES
With the exception of the Stronghold (which associates with all town types equally), each town has a general alliance with two other town types. This means that you can hire heroes from that town type at your Tavern.
These alliances are listed below.

Haven = Academy & Preserve
Necropolis = Academy & Asylum
Academy = Haven & Necropolis
Asylum = Necropolis & Preserve
Preserve = Haven & Asylum

Note: Although the Stronghold isn't allied with anyone, you can hire all non-magic hero types from the Tavern.

TOWN LIST
On the left below the town view is the town list, allowing you to look at all of your towns by clicking on the portrait of that town. As on the Adventure screen, the green, blue, and red bars over each portrait indicate the level of that town's structures, mage guild, and creature dwellings, respectively. Also, if you've already built a structure during the current turn, a check will appear on the town's portrait. The Mini-Map to the right of the portrait indicates where that town is on the Adventure Map.

RECRUITING CREATURES
At the 1024x768 resolution and higher, the inhabitants of the town's creature dwellings appear to the right of the town list. You can recruit these creatures simply by clicking on their portraits.
Each town can support up to two Level 1 creature dwellings, and one each of Level 1, 2, 3, and 4 creature dwellings.   All creatures cost a certain amount of gold, while Level 4 creatures also cost precious resources.

TROOP STATISTICS
At the 1280x1024 resolution, the statistics for the selected troop in the Garrison or Visiting Army slots appear in the lower right of the Town screen. You can switch this display to show the troop's skills by clicking on the button underneath the display.

BUILDING TOWN STRUCTURES
You are allowed to build both 1st level creature dwellings, but unlike in Heroes III, you must choose one of two 2nd, 3rd, and 4th level dwellings.

PURCHASING EQUIPMENT
Every town has a structure that allows you to purchase potions and minor artifacts to equip your heroes for a life of adventure. You can purchase these items whenever you want simply by visiting the Blacksmith structure, and there is no limit to how many you can buy except for the amount of gold in your kingdom.
Below is a list of the steps you must take to purchase something for a specific troop.
1) Click on the troop who will receive the purchased item.
2) Click on the item(s) you want to purchase. You can either click on the item itself or the arrows beneath it to select how many of that item you want to purchase.
3) Click the "Buy" button at the lower-right of the screen. You have purchased the items for that troop. If you want to purchase items for another troop, just repeat these steps. When you have bought the items you need, click the "Okay" button to return to the previous screen.

PRISON
When you defeat an enemy hero in combat, you will ship them to the nearest prison where they will be locked safely away in the dungeon. However, if an enemy conquers the town where this hero is kept, they will be freed. Similarly, if one of your heroes is thrown in prison, you will have to conquer the enemy town where he or she is held to rescue them.

SPECIAL BUILDINGS
All town types have special buildings designed to improve your kingdom, heroes and armies. Some of these structures, like the Treasury, earn extra gold for your kingdom. Structures like the University allow you to purchase skills for your heroes, or improve your statistics like the Wrestling Pits. Others improve your armies; for example, the Rainbow, gives all your troops a temporary boost to their luck.

Portal
The Preserve has a special structure called the Portal that allows the player to summon all sorts of creatures including Elementals. It acts as an extra creature dwelling, but has a lot more versatility than the others.
Grail Structures
All town types also have a special building called a Grail Structure, but these are not available for construction unless you find a 'Grail'.

CARAVANS
All towns can build the Caravan structure (if the map allows it). Caravans can be used to ship troops from one town or creature dwelling to another. It may take a little while to move the troops from one location to another, but Caravans still make it much easier to move your troops around the map.

Creating a Caravan
Follow the steps below to create a Caravan.
1) Click on the Caravan structure in the Town screen.
2) Click the 'Create Caravan' button.
3) Select the town or creature dwelling on the left where the Caravan will begin its journey.
4) Drag the troops from the troop slots in the starting location to the Caravan troop slots at the bottom. If you are purchasing creatures from a creature dwelling, the Recruit screen will pop-up, and you must buy the creatures before you can put them in a Caravan.
5) Finally, click the transport button at the bottom of the screen to send the Caravan to its destination.
To view the Caravans currently in transit, click on the Caravan structure in the Town screen, and then click the 'View' button to get information about active Caravans and their destinations.
Note: If the destination of a Caravan is taken over by an enemy army, the Caravan will continue on its path, appearing outside the destination as long as the owner doesn't already have eight armies.

NOBILITY SKILL OF THE HERO
Another way to produce resources for your kingdom is to have a hero with the Nobility skill. Heroes with this skill can earn gold (with the Estates skill) and other resources (with the Mining skill) each day. They can also act as a 'Governor' for a certain town. Town Governors increase the growth rate of the creatures that can be hired in that town. To select a hero as the town's Governor, select the 'Choose Governor' option.
HEROES

HIRING HEROES
New heroes can be hired at the Tavern, but only one hero can be hired from each Tavern in a seven-day period. On the left of the Tavern screen is a colourful wheel with different types of heroes. The wheel is divided into five spokes, one for each town alignment. On each spoke is a portrait for a magic-oriented hero and a mightoriented hero for that alignment. The portrait in the centre of the
wheel represents Barbarian heroes. Some of the slots will be blank, because that type of hero is not aligned with your town. When you click on a hero class you like, you can view his or her biography at the bottom of the screen. If you don't like that hero, scroll through the others in that class, or choose a different gender (by clicking the Male or Female boxes) and scroll through that set of heroes.

RESURRECTING HEROES
There are three ways to resurrect a hero who has been killed in combat.
1.          First, the Angel has a special ability (that acts like a spell) allowing it to resurrect fallen allies.
2.          Second, you can visit the Sanctuary or Sea Sanctuary adventure objects where you can resurrect your heroes.
3.          Finally, you can bring the fallen heroes to one of your towns where he or she will be resurrected automatically.

HERO INFORMATION
Sort Potions
The 'Sort Potions' button will place all of the potions at the bottom of the backpack so that less common items are more visible. You can undo the sort by clicking on the button again.
Hero Skills
Every hero can learn up to five Primary Skills (listed in the left column of the skills table) and up to three Secondary Skills for each Primary Skill learned. Every skill has five levels of advancement  Basic, Advanced, Expert, Master, and Grandmaster.

DISMISSING HERO
To dismiss a hero click on his/her portrait on the right of the adventure screen. At the opened small window of his/her army click on the portrait and press letter D on the keyboard.
Tactics



Combat


Scouting


Nobility


Life Magic


Order Magic


Death Magic


Chaos Magic


Nature Magic

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Tactics

Knight or
Death Knight

General


Field Marshal

Lord


Crusader


Illusionist


Reaver


Pyromancer


Warden

Combat

General



Barbarian
or Archer

Ranger


Warlord


Paladin


Battle Mage


Assassin


Fireguard


Beastmaster

Scouting

Field Marshal


Ranger


Thief


Guildmaster


Prophet


Seer


Ninja


Fire Diviner


Bard

HERO CLASSES

STARTING HERO CLASSES
The 11 starting hero classes are associated with certain town types:

Haven Knight & Priest   
Necropolis Death Knight & Necromancer  
Academy Lord & Mage   
Asylum Thief & Sorcerer
Preserve Archer & Druid  
Stronghold Barbarian

These classes can change during normal gameplay to one of the 37 advanced classes. If a hero specialises in a specific skill type, he or she will remain one of the 11 starting classes, but once he or she starts to focus on two types of skills he or she will become one of the advanced classes. In the chart below, you can cross-reference two skills to learn what type of advanced class you will become.
ADVANCED CLASSES OF THE HEROES
Nobility

Lord 
Commander


Warlord


Guildmaster


Lord


Cardinal


Wizard King


Dark Lord


Witch King


Beast Lord

Life Magic

Crusader



Paladin


Prophet


Cardinal


Priest


Monk


Dark Priest


Heretic


Summoner

Order
Magic

Illusionist



Battle Mage


Seer


Wizard King


Monk


Mage


Shadow Mage

Wizard


Enchanter

Death
Magic

Reaver



Assassin


Ninja


Dark Lord


Dark Priest


Shadow
Mage

Necromancer


Lich


Demonologist

Chaos
Magic

Pyromancer



Fireguard


Fire Diviner


Witch King


Heretic


Wizard


Lich


Sorcerer


Warlock

Nature
Magic

Warden



Beastmaster


Bard


Beast Lord


Summoner


Enchanter


Demonologist


Warlock


Druid
ADVANCED CLASS ABILITIES
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Archer

Archmage

Assassin


Barbarian

Bard

Battle Mage


Beast Lord


Beastmaster


Cardinal

Crusader


Dark Lord


Dark Priest


Death Knight

Demonologist


Druid

Enchanter


Field Marshal


Fire Diviner

Fireguard


General


Guildmaster

Heretic



Illusionist

Knight


Lich


Lord

Lord Commander


Mage


Monk

Necromancer


Ninja


Paladin

Priest


Prophet


Pyromancer


Ranger


Reaver

Seer


Shadow Mage

Sorcerer


Summoner

Thief


Warden


Warlock

Warlord


Witch King



Wizard


Wizard King
Combat determines the Archer class. The Archer has no class ability

All magic determines the Archmage class. The Archmage's class ability gives him +20% to all spell effects.

Death Magic and Combat determine the Assassin class. The Assassin's class ability increases his speed and movement by 3.

Combat skills determine Barbarian class. The Barbarian has no class ability.

Nature Magic and Scouting determine the Bard class. The Bard always has maximum luck due to his class ability.

Order Magic and Combat determine the Battle Mage class. The Battle Mage's class ability increases the effects of the Magic Fist and Ice Bolt spells by 20%. Also, the Battle Mage automatically learns the Magic Fist spell.

Nature Magic and Nobility determine the Beast Lord class. The Beast Lord's class ability gives him a +20% bonus to the Summon Wolf and Summon White Tiger spells.

Nature Magic and Combat determine the Beastmaster class. The Beastmaster's class ability gives him a +20% bonus to the Summon Wolf spell.

Nobility and Life Magic determine the Cardinal class. The Cardinal's class ability gives +5% to his Resurrection skill.

Tactics and Life Magic determine the Crusader class. The Crusader always has maximum morale due to his class ability.

Death Magic and Nobility determine the Dark Lord class. The Dark Lord's melee attack gives his target maximum negative morale.

Death Magic and Life Magic determine the Dark Priest class. The Dark Priest's class ability gives him a vampiric melee attack. For every 2 points of damage done to an opponent, the Dark Priest heals 1 hit point.

Tactics determines the Death Knight class. The Death Knight has no class ability.

Death Magic and Nature Magic determine the Demonologist class. The  Demonologist's class ability gives him +50 to all Demon Summoning spells.

Nature Magic determines the Druid class. The Druid has no class ability.

Order Magic and Nature Magic determine the Enchanter class. The Enchanter's class ability gives him +20% to all Summoning and Illusion spells.

Tactics and Scouting determine the Field Marshal class. The Field Marshal's class ability gives all friendly creatures +10% to their Melee and Ranged Attack.

Chaos Magic and Scouting determine the Fire Diviner class. The Fire Diviner's class ability gives him +20% to the effects of all fire-based spells.

Chaos Magic and Combat determine the Fireguard class. The Fireguard's class ability gives him Fire Resistance, making him immune to fire-based spells. The Fireguard also takes half damage from enemies with fire-based attacks.

Combat and Tactics determine the General class. The General's class ability gives all friendly creatures + 1 morale

Scouting and Nobility determine the Guildmaster class. The Guildmaster's class ability gives his melee attack the chance of Stunning an opponent. Stunned enemies cannot take any action or retaliate for one turn.

Chaos Magic and Life Magic determine the Heretic class. The Heretic's class ability allows him to ignore the effects of all Wards.

Order Magic and Tactics determine the Illusionist class. The Illusionist's class ability gives him +20% to the effects of Illusion spells.

Tactics determines the Knight class. The Knight has no class ability.

Chaos Magic and Death Magic determine the Lich class. The Lich's class ability gives him attack a chance of temporarily Aging the enemy. An Aged target has its Attack skill decreased by 25%, its Defence skill decreased by 20%, and its Speed and Movement reduced by 50%.

Nobility determines the Lord class. The Lord has no class ability.

Tactics and Nobility determine the Lord Commander class. The Lord Commander's class ability gives all friendly creatures +2 morale.

Order Magic determines the Mage class. The Mage has no class ability.

LifeMagic & OrderMagic determine the Monk class. The Monk's class ability gives him Chaos Ward (50% resistant to Chaos spells, and his Melee and Ranged Defenses are increased by 50% against Chaos-aligned opponents).

Death Magic determines the Necromancer class. The Necromancer has no class ability.

Death Magic and Scouting determine the Ninja class. The Ninja's class ability gives him a Poisonous melee attack that does damage to the target every round (starting with the current round) until combat ends.

Combat and Life Magic determine the Paladin class. The Paladin's class ability gives him Death Ward (50% resistant to Death spells, and his Melee and Ranged Defenses are increased by 50% against Death-aligned opponents).

Life Magic determines the Priest class. The Priest class has no class ability.

Life Magic and Scouting determine the Prophet class. The Prophet's class ability permanently surrounds him in a Spiritual Armour (increases Melee and Ranged Defence by 25%).

Tactics and Chaos Magic determine the Pyromancer class. The Pyromancer's class ability permanently surrounds him with a Fire Shield (does fire damage to anyone who attacks the target in melee combat).

Combat and Scouting determine the Ranger class. The Ranger's class ability gives him +5 Ranged Attack and the ranged ability.

Tactics and Death Magic determine the Reaver class. The Reaver is permanently under the influence of Bloodlust (does 25% more damage in melee combat) as a result of his class ability.

Order Magic and Scouting determine the Seer class. The Seer's class ability increases his scouting radius by 2.

Death Magic and Order Magic determine the Shadow Mage class. The Shadow Mage's class ability permanently surrounds him with the Blur spell (increases Ranged Defence by 50%).

Chaos Magic determines the Sorcerer class. The Sorcerer has no class ability.

Nature Magic and Life Magic determine the Summoner class. The Summoner's class ability increases the power of his Summoning skill, allowing him to summon +20 Experience Points worth of creatures per day.

Scouting determines the Thief class. The Thief has no class ability.

Tactics and Nature Magic determine the Warden class. The Warden's class ability gives all friendly creatures +10% to their Melee and Ranged Defence.

Chaos Magic and Nature Magic determine the Warlock class. The Warlock's class ability gives him +10 spell points and the ability to regenerate 1 extra spell point per day.

Combat and Nobility determine the Warlord class. The Warlord's class ability gives him +5 to Melee Attack.

Chaos Magic, Nobility and Death Magic determine the Witch King class. The Witch King's class ability causes his attack to send out a wave of Fear that keeps its  opponent from retaliating. After the attack, the opponent struck by Fear runs away for a short distance.

Order Magic and Chaos Magic determine the Wizard class. The Wizard's class ability decreases the spell point cost for all spells by 2.

Order Magic and Nobility determine the Wizard King class. The Wizard King's melee attack gives the target maximum bad luck as a result of his class ability.

*Note: The Archmage class can only be achieved by specialising in three (3) magic types.
**Note: Classes marked in bold lettering are the 11 starting classes.
Learning Spells:
   magic schools, guilds and libraries, spell book
Army Screen:
   troop statistics, trading between armies, combat formations
   creature information, army selector
Combat:
   combat screen buttons, combat screen cursors, attacking
   line of sight, damage calculation, combat results
   the spoils of war, resurrection and necromancy, siege combat
   sea combat, charm and diplomacy
Puzzle Screen
PAGE 3: SPELL LISTS            PAGE 4: SKILL LISTS                PAGE 5:
                                                                                                  Skill Progression Flowchart
                                                                                                  Keyboard Shortcuts     
The following manual is compiled on the basis of the original game manual in Acrobat Reader pdf. format provided with the Heroes IV game CD. However, all trivial information is omitted and some useful tables are added in this manual.