Manual Addenda for Heroes of Might and Magic IV

By Christoph Nahr

All links in this Addenda are in the process of being fixed.  Patches and campaign game files will be uploaded as soon as possible.  Any suggestions or additions to either the H3 or H4 addenda should be e-mailed to me and they will be promptly updated.......Sir Charles

Manual Addenda for
Heroes of Might and Magic IV

Important News

New patches released on 2003-03-20, bringing the basic game and the Gathering Storm expansion up to patch level 3.0 which is identical to the release version of the recent Winds of War expansion.

Preface

HoMM4 is short for Heroes of Might and Magic IV, a fantasy strategy game set in the Might and Magic universe of role-playing games. Both series of games are the creation of New World Computing. Visit the official web site for product information and support, or take a look at fan sites such as MapHaven and Celestial Heavens (both English) or Drachenwald (German) for strategy tips, new scenarios, and other contributions by Heroes fans.

HoMM4 is copyright © 2002 by The 3DO Company. This page was created by Christoph Nahr. Neither the author nor the contents of this page are in any way affiliated with or supported by The 3DO Company or New World Computing.

This page gives some corrections and additional information on important aspects of HoMM4 that go unmentioned in the printed manual. Make sure you also check the Readme and (if present) Update text files in your HoMM4 directory for other corrections and additions to the manual.

Many thanks to lead programmer Gus Smedstad for his continuing support of the Heroes community even after leaving New World Computing!

Town Screen

Advanced Classes

Whenever a hero gains a level and receives a new skill point, the game checks to see if the hero’s class has changed. Each possible class is assigned a “weight” by adding up all skill points that have been allocated to the skill families associated with that class. The weight is reduced by one for most advanced classes (those that require more than one skill family), and by three for the Archmage class. If the hero’s current class is outweighed by a possible advanced class, the game changes the hero to the “heaviest” available advanced class.

Army Screen

Combat Formations

The formation diagrams show the correct numbers but the text in the first paragraph of this section is incorrect. Spell casters and ranged troops should of course go into positions 2, 4, 6 and not into positions 5, 6, 7.

Combat

The combat map is now divided into small squares (shown by the “Combat Grid” option added in patch version 1.2) instead of the large hexagons used in previous Heroes games. Creature stacks occupy a variable number of squares according to the creature’s size, ranging from 3x3 for halflings to a roughly circular 7x7 area (with rounded edges) for dragons.

Note: Ranged combat is possible when adjacent to an enemy stack but not in its ZOC! Clever tacticians can exploit this rule to order a melee attack against an enemy stack blocking friendly ranged combat troops, causing it to face the melee attacker and thus releasing the ranged combat troops from its ZOC.

Combat Rounds

Poison and Stun are physical effects, regardless of their cause, so they are only cured by healing spells or potions, not by spells such as Exorcism or Dispel.

Creatures summoned by combat spells automatically disappear when combat is over. Only creatures summoned by skills outside of combat are permanent.

Movement

Flying creatures can move freely across enemy walkers or teleporters but their movement is blocked by enemy flyers. Teleporting creatures can move across any enemy creature, and they only block enemy walkers but not flyers or teleporters.

Attacking

The amount of damage inflicted upon a stack by a physical attack is calculated by dividing the attacker’s Attack attribute by the defender’s Defense attribute (using either Melee or Ranged as appropriate) and multiplying the result with the attacker’s Damage rating.

The animations for attacks on a creature with the First Strike ability show the attacker’s move before the defender’s, even though the defender should strike first due to its special ability. Actually, combat is resolved correctly (watch the floating numbers) but the animations are shown in the usual order to clearly identify attacker and defender.

Siege Combat

The visual representation of siege combat is a bit misleading. Creatures that appear directly behind the fortress walls are actually supposed to be standing on top of the walls. Therefore they can engage in combat with enemies outside the fortress. In doing so, they receive a bonus to their Melee Attack and Melee Defense ratings depending on the fortress level: Forts confer a bonus of 25%, Citadels of 50%, and Castles of 100%. Ranged combat is unaffected except for an obstacle penalty for attacks on creatures manning the walls.

Flying creatures must stop in front of enemy fortress walls before they can cross the walls in the next combat round. Teleportation, either as a native creature ability or due to a spell, does not have this limitation.

World Reference

Please refer to the Combat section for´general notes on spell usage during tactical combat.

Celestial Heavens hosts a comprehensive creature statistics chart including the number of experience points that each creature is worth. This number is used to determine the effects of the Necromancy and Summoning skills, as described in the manual.

Spell List: Chaos Magic

Spell Shackle inflicts ten points of damage for each spell point expended by the “shackled” creature.

Spell List: Life Magic

Defender only gives a bonus if the spell recipient takes the Defend action instead of attacking, moving, or casting a spell.

Spell List: Nature Magic

Quicksand requires you to “paint” a number of map squares based on the caster’s level with the wheelbarrow cursor that appears when this spell is cast. Clicking with the spellbook cursor sets the first patch of quicksand; now move the wheelbarrow cursor over the area you wish to turn into quicksand. No further clicks are necessary; the spell will terminate and quicksand will appear automatically after the maximum number of patches has been placed. Note that impassable terrain cannot receive quicksand.

Skill List: Scouting

Pathfinding is cumulative with any movement-increasing artifacts that the hero is carrying. However, movement modifiers of different heroes are not cumulative; only the highest modifier found in an army counts.

Seamanship applies to sea movement in the same fashion as Pathfinding applies to land movement. Note that Seamanship and any additional bonuses (e.g. Lighthouses) are the only variables that affect sea movement. Ships otherwise always travel at the same speed, regardless of the heroes and creature types they are carrying.

Skill Progression Flowcharts

Under this promising headline, the manual offers nothing but a simple list of the experience needed for each level. Gus Smedstad elaborates on the actual mechanics of skill choices when your heroes gain a new level:

  • First of all, skill choices are determined by a hero’s present class. For example, priests are offered Life Magic skills and ragers are offered Combat and Scouting skills.
  • The first two skill choices, when possible, are improvements to existing skill families, rather than a new primary skill. If possible, they will for different families, and only for families that match the hero’s class.
  • Your hero will be offered Combat skill a minimum of once every three levels until he reaches Grandmaster. This is because Combat is vital for all heroes to survive later combats. Other Combat skills such as Melee are not offered this often unless your hero is an appropriate class.
  • If your hero has six or more skill levels for each primary skill he knows, he will be offered a new primary skill. For example, if your hero has 5 levels in Combat related skills, and 7 levels in Death related skills, he will be offered a new primary skill.
  • The chances of getting a particular primary skill depend on the hero’s current class. Skills that are particularly appropriate, e.g. Nobility for Paladins, are more common.
  • Classes that are associated with a particular alignment (e.g. Knight, Paladin, Priest) are never offered magic that opposes that alignment, unless the hero has at least Basic skill in that magic.
  • Barbarians are never offered magic skills as a new primary skill. They must advance to another class before they will learn magic.
  • If your hero isn’t offered a new primary skill, he will be offered an improvement in an existing skill family as his third choice, if possible. Occasionally this is not possible, such as in the case of a Priest’s increase from first to second level.
  • The new choice will be in a different family from the first two choices, if possible. The third choice does not have to match the primary skills of the hero’s current class.
  • If your hero cannot advance further in his existing skills, it’s possible to be offered two or even three new primary skills.

Advanced Class Abilities

You cannot directly choose a class for your heroes; instead they automatically assume the class implied by their current skill combination. Unfortunately the class table provided in the manual (p. 41f) does not list class abilities, and the separate list of classes and their abilities (p. 116ff) is sorted alphabetically, making it rather useless when trying to decide which skill to pick in the level-up dialogue. As a remedy I’ve created a small class table (30 KB, Adobe PDF) that lists all hero classes and their abilities, sorted by skill combinations.

Creature Reference Chart

This section refers to the creature list on the separate fold-out reference chart.

Nature Alignment

The Unicorn’s Blinding attack has a 30% chance of success per Unicorn stack against any target stack.

Chaos Alignment

The Minotaur’s Blocking defense has a 30% chance of success per Minotaur stack against any target stack.

The Medusa’s Stone Gaze attack has a decreasing chance of success for increasing levels of the target creatures or hero. In addition, a stack of Medusae must have a 50% or better chance of killing at least one single creature in the target stack via Stone Gaze, or this attack will never succeed. In other words, decidedly superior stacks are immune to Stone Gaze!

Life Alignment

The Squire’s Stun attack has a success chance computed as follows: take the total damage done by the Squire stack, divide by the target stack’s total hitpoints before the attack, and subtract 5% from the result. This implies that the target stack will never get stunned if it has been damaged for only 5% or less of its total hitpoints.

Death Alignment

The Ice Demon’s Freezing attack has a 30% chance of success per Ice Demon stack against any target stack.

Might Alignment

The Sea Monster’s Devouring attack has a straight 10% chance of success per Sea Monster against any target creature or hero of any level. Don’t let your most valuable heroes get into a melee fight against Sea Monsters!


This page was last updated on 05 April 2003.