Knight
Army support develops from Tactics and its subskills. The hero stands on the battlefield; supporting troops does not guarantee personal survival.
Reference ↗Heroes IV · 308 ENTRIES
Names, classes, starting skills and sourced specialties. Find a hero and compare their starting profile with your map plan.
308 profiles: 277 normal name/portrait profiles and 31 documented campaign forms including The Gathering Storm and Winds of War. Normal profiles use 11 class baselines; campaign starts do not inherit them automatically. Bohb has a separately sourced five-school start. Selectable and TGS Dogwoggle have separate portraits. This is not every NPC or every mission-specific starting state.
Starting skills are shared by class. Further development can change the advanced class; a name and portrait do not add a separate bonus.
Army support develops from Tactics and its subskills. The hero stands on the battlefield; supporting troops does not guarantee personal survival.
Reference ↗Basic Life Magic · Basic Healing
Prepare support spells and protect the caster. Learning stronger spells requires the relevant school rank.
Reference ↗Offensive army support is separate from personal Combat. Before entering melee, check enemy range and simultaneous retaliation.
Reference ↗Basic Death Magic · Basic Occultism
Separate Death Magic, mana resources and individual subskills. The class name alone does not grant a high Necromancy rank.
Reference ↗Basic Nobility · Basic Estates
An economic role needs a town and time to pay off. Compare appointing a governor with recruitment cost and the need for a combat hero.
Reference ↗Basic Order Magic · Basic Enchantment
Plan Order Magic casts and safe positioning. Illusions and target control have a different value from permanent recruitment.
Reference ↗Basic Scouting · Basic Stealth
Use Stealth according to its current rank and the guard’s strength. Bypassing an enemy and fighting it directly are different development options.
Reference ↗Basic Chaos Magic · Basic Conjuration
Offensive magic needs mana and time to cast. Compare spell damage with spending an action to protect or reposition the hero.
Reference ↗Compare developing a direct shooter with supporting the entire army. Check line of sight, obstacles and ranged retaliation before firing.
Reference ↗Basic Nature Magic · Basic Herbalism
Combat summons and permanent army growth have different conditions. Check actual spell availability and mana before the next fight.
Reference ↗Basic Combat · Basic Melee · Basic Magic Resistance
Stronger personal combat does not ensure survival when surrounded. Balance direct attacks against protection from shooters and spells.
Reference ↗Both tavern heroes and campaign characters have individual profiles. Choose a name for the original portrait, skills, hiring conditions and town affiliation.
Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →
Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →
Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →
Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →
Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →
Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →
Where each class can be hired and its cost →
Gelu appears in the Heroes IV opening story in his clash with Kilgor. His playable profile and Rampart affiliation in this atlas belong to Heroes III.
Gelu: playable Heroes III profile →308
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Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Tactician and defensive army support
Use a Knight behind a protected battle line. Basic Tactics adds +1 creature action speed and combat movement; Basic Defense raises led creatures’ melee and ranged Defense by 10%. Protect the hero through positioning and, if developed, Combat.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Defense. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Life / Haven
Life support and mana management
Use a Priest to support the army with Life spells actually learned. The listed Healing skill expands mana and recovery; a particular healing spell still needs to be in the book. Protect the hero so support remains available next round.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Life Magic · Basic Healing. Match further choices to available ranks and the current army.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Haven · Life · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Protected personal shooter
Build an Archer as a personal shooter with safe line of sight. Archery gives the hero a ranged attack and ranged Attack; Combat supplies base personal Defense. Check ranged retaliation and enemy access before shooting.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Archery. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
Adds one Morale to friendly creatures.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Strengthens Summon Wolf by twenty percent.
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.
The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.
Aidan is a selectable Asylum Thief with Basic Scouting and Basic Stealth. Run this plan with the hero alone. An ordinary added creature does not inherit concealment and can change which routes the army can pass safely. This is the shared sourced start of selectable Thieves, not an invented unique personal ability.
The Basic Stealth table does not give full concealment even against tier-one neutrals; the further limitation involves distance and adjacency. Before approaching, compare guard strength, opposing Scouting and the route. Where references leave the precise adjacency boundary uncertain, do not plan passage from one universal square count. Actual guard conditions and skill rank decide.
Basic Scouting adds one sight radius and information about adventure-object properties. Wider sight itself adds no daily movement. Order the route by available rewards, detection risk and a way back; check the next safe step before entering a dangerous area. Reassess ordinary companions and any newly summoned creature before continuing the scouting route.
Combat plus Scouting leads to Ranger: shooting and +5 ranged Attack belong to the hero personally. Scouting plus Nobility offers Guildmaster and a chance to stun with a personal melee attack; the exact probability is not established here. Both routes require further development. Compare the new tree’s cost with the value of safe map progress before turning the scout into a fighter.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Lone scout and reward collector
Send a Thief to explore and collect safely reachable rewards. Check Stealth rank, guard strength and distance; it does not conceal ordinary accompanying creatures. Recheck the route before adding troops or moving next to a guard.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Scouting · Basic Stealth. Match further choices to available ranks and the current army.
Gives the hero a ranged attack and adds five ranged Attack.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Run this scouting plan with the hero alone. Judge companions by their own adventure abilities and recheck passage past guards before adding troops.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Chaos caster for a decisive hit
Use a Sorcerer for a focused cast that opens a safer fight for the army. Check the learned Chaos spell, its target and action cost first. Starting Conjuration supports mana capacity and recovery; protect the hero throughout a longer battle.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Chaos Magic · Basic Conjuration. Match further choices to available ranks and the current army.
The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
The hero has Fire Shield, returning fire damage to melee attackers.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Offensive tactician for led troops
Use a Death Knight with troops that exploit earlier contact and stronger shooting. Basic Tactics improves creature speed and combat movement; Basic Offense adds 10% melee and ranged Attack. Spellcasting requires acquiring its school and actual spells separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Tactics · Basic Offense. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

In Heroes IV Sandro is a selectable Necromancer in the Death / Necropolis roster.
His normal start has Basic Death Magic and Basic Occultism. Necromancy is a separate development choice. The name Sandro does not grant Heroes III equipment, army or specialties; choose spells by living and undead targets and protect the hero on the battlefield.
Home faction: Death / Necropolis
A selectable Heroes IV Necromancer
Heroes IV Sandro starts with Basic Death Magic and Basic Occultism. Necromancy is a separate development choice; story and name do not grant his Heroes III Sorcery specialty or artifacts.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Animate DeadTactical option · acquisition depends on the mapSourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
Grants ordinary level-1 spells when the wearer has their school at the required rank.
For eligible first-level spells in the actually known Death school; higher school ranks remain a separate requirement.
Supports led creatures with twenty percent melee and ranged Defense.
For led-creature defenses, rather than automatically affecting the hero’s own attributes.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.
Selectable Sandro belongs to Death / Necropolis and has Basic Death Magic and Basic Occultism. This is not an automatically imported version with Slow, Sorcery and a completed Heroes III artifact set. First check learned spells, current mana and personal battlefield safety.
Both spells are acquisition options rather than confirmed contents of every starting spellbook. Poison needs an eligible living target and time for further resolution. Compare Curse with the target’s actual damage range; it is not a fixed Attack subtraction or identical percentage saving against all enemies.
Animate Dead needs actual spell knowledge and the required school mastery. In this game combat-raised creatures are temporary and disappear after battle. Develop Necromancy as a separate skill; Basic Death Magic alone establishes neither that skill nor its highest rank.
Ghosts or Skeletons may screen, but check actual reach and losses before casting. Ring of Protection strengthens led creatures rather than automatically protecting Sandro himself. Compare the Handbook with known spells and schools; it does not unlock arbitrary high-level magic.
Spells: Poison (acquire on the map / see specialty) · Curse (acquire on the map / see specialty) · Animate Dead (acquire on the map / see specialty)
Linked town and commander choices (Czech) · Class availability and recruitment rules
For eligible first-level spells in the actually known Death school; higher school ranks remain a separate requirement.
For led-creature defenses, rather than automatically affecting the hero’s own attributes.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Adds three to the hero’s action speed and three to combat movement.
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Town governance and economic support
Assign a Lord to a specific town where Nobility’s growth is useful. Estates supports daily income. Match extra recruitment with money and reinforcement travel; develop personal combat protection separately.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Increases the hero’s personal melee Attack by five.
The hero’s melee attack can stun the target for one turn.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Order support for a shooting army
Aine makes sense as Order support for a shooting army. Precision and Blur are learning options from the sourced school; check the spellbook first. Protect the hero, who is physically present on the battlefield.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Open the four-step plan below. It separates the actual reference start from spells and equipment that must still be acquired.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
Halfling
Mage
Genie
TitanA specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.
Aine has Basic Order Magic and Basic Enchantment. Precision and Blur are specific level-one acquisition options here, not confirmed starting spells. Check the actual spellbook and the town or map’s offerings before committing to the plan.
Halflings and Titans are shooters; Mages and Genies use their own spellcasting. Do not choose a Precision recipient just from its appearance or magical name. For an eligible shooter it improves Ranged Attack and removes ordinary penalties, but does not replenish shots or solve a melee threat.
Check enemy reach, line of sight and the following action order before the hero acts. A cast pays off only if its recipient gets a useful action afterward. If the enemy can eliminate Aine first, compare protection, movement or defense with the shooting buff itself.
Cap of Knowledge and Ring of Flares modify the wearer’s reserve or costs. They do not automatically increase a Genie’s or Mage’s mana. Compare two real reserves and two separate actions when choosing between Aine’s support and a creature spell; a town recruitment alternative does not supply both branches for free.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Solymr, also known as Solmyr (Enroth), is the genie connected to Gavin Magnus and The Price of Peace.
The selectable Mage belongs to Order / Academy and starts with Basic Order Magic and Basic Enchantment. The campaign uses its own scenario state. Do not carry over the Heroes III Chain Lightning specialty: plan around learned spells, caster protection and class development in Heroes IV.
Home faction: Order / Academy
An Order Mage connected to Academy’s story
Solymr’s selectable profile has Basic Order Magic and Basic Enchantment. The Price of Peace uses scenario state; do not import the Heroes III Chain Lightning specialty.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
Grants ordinary level-1 spells when the wearer has their school at the required rank.
For first-level spells in an actually known school; it does not establish original spellbook contents.
Supports led creatures with twenty percent melee and ranged Defense.
For led-creature defenses; plan the Mage’s personal safety separately.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.
Solmyr / Solymr belongs to Order / Academy. The selectable roster lists Basic Order Magic and Basic Enchantment rather than an exact spellbook for every mission. Check actual spells, mana, level and campaign conditions before planning the expedition.
Precision and Blur are options to acquire and learn through school and map availability. Precision supports eligible ranged attacks; Blur supports ranged defense. Choose by the next decisive action and verify the recipient; raising a defense stat is not the same percentage of damage saved.
The hero personally participates in Heroes IV combat. Give Halflings firing space and check Mage and Genie reach and abilities, while preventing an easy attack on the caster. The Genie dwelling also competes with Naga recruitment in one town rather than granting both together.
Apprentice’s Handbook provides eligible first-level spells when the required school knowledge exists. Ring of Protection supports led creatures rather than automatically raising Solymr’s personal defense. Compare those effects with safe deployment and the hero’s needed development.
Spells: Precision (acquire on the map / see specialty) · Blur (acquire on the map / see specialty)
Linked town and commander choices (Czech) · Class availability and recruitment rules
For first-level spells in an actually known school; it does not establish original spellbook contents.
For led-creature defenses; plan the Mage’s personal safety separately.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Order support and combat control
Use a Mage with an army that benefits from learned Order support or control spells. Enchantment expands the hero’s mana and recovery. Plan creature casters such as Genies with their own mana and keep the hero protected.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Order Magic · Basic Enchantment. Match further choices to available ranks and the current army.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Strengthens illusion-creating spells by twenty percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.
Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Academy · Order · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Personal melee fighter
Develop a Barbarian for personal melee offense and survival. Combat sets personal Defense, Melee supports the hero’s attack and Magic Resistance protects against spells. Before advancing, compare simultaneous retaliation and subsequent enemy attacks against the hero.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Combat · Basic Melee. Match further choices to available ranks and the current army.
Adds one Morale to friendly creatures.
Gives the hero a ranged attack and adds five ranged Attack.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Stronghold · Might · 1,500 gold. All locations and prices →
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Army command · Life
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · The True Blade
In The True Blade combine army leadership with Lysander’s personal survival. Tactics and Combat serve different purposes. Before the next mission check hero and equipment carryover and the level cap; story importance grants no combat immunity.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Army command · Life
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · The True Blade
Army support and personal Combat are separate investments. The mission defines starting state and survival requirements; the normal class baseline is not presented as this character’s verified start.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Army command · Life
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · The True Blade
Army support and personal Combat are separate investments. The mission defines starting state and survival requirements; the normal class baseline is not presented as this character’s verified start.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Army command · Life
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · The True Blade
Evaluate Life Magic through the actual spellbook, mana and target rules. Healing needs an available hero action; the class baseline is not a verified scenario start.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Army command · Nature
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · Elwin and Shaera
For direct hero shooting check personal Archery, sight and ranged retaliation. The class label does not establish current level, equipment or the mission’s exact skill build.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Army command · Nature
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · Elwin and Shaera
For direct hero shooting check personal Archery, sight and ranged retaliation. The class label does not establish current level, equipment or the mission’s exact skill build.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Army command · Nature
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · Elwin and Shaera
For direct hero shooting check personal Archery, sight and ranged retaliation. The class label does not establish current level, equipment or the mission’s exact skill build.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Spell support for the army
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · Elwin and Shaera
In Elwin and Shaera separate permanent reinforcements from combat-only summons. Nature Magic needs the appropriate rank, learned spell and mana. Elwin’s next action matters only if he survives the preceding contact.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Army command · Chaos
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · A Pirate’s Daughter
In A Pirate’s Daughter connect sailing, ships and resupply with combat planning. Evaluate Stealth through its actual rank and guard strength rather than the Thief label alone. Development and carryover depend on the mission.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Army command · Chaos
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · A Pirate’s Daughter
Scouting and Stealth affect travel differently from direct combat. Check actual rank, guard strength and mission conditions; a campaign Thief need not use the selectable profile’s starting tree.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Army command · Chaos
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · A Pirate’s Daughter
Scouting and Stealth affect travel differently from direct combat. Check actual rank, guard strength and mission conditions; a campaign Thief need not use the selectable profile’s starting tree.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Chaos / Asylum
Spell support for the army
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · A Pirate’s Daughter
Chaos Magic needs the actual spell and mana; direct damage does not replace hero protection. Compare casting cost with action availability and the target’s real immunities.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Death / Necropolis
Army command · Death
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · Half-Dead
Offensive army support does not replace personal Combat. Before contact check simultaneous retaliation and special abilities; a story role grants no immunity by itself.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Gauldoth Half-Dead leads the Half-Dead campaign and is associated with the kingdom of Nekross.
His game alignment is Death / Necropolis. Distinguish undead from demons when selecting spell targets. Compare Death and Nature development with Demonologist requirements; the Half-Dead title establishes neither a completed advanced class nor a particular Necromancy rank.
Home faction: Death / Necropolis
A Death / Necropolis campaign commander
Gauldoth leads Half-Dead and is associated with Nekross. Mission state determines actual skills and spells; his title establishes neither Grandmaster Necromancy nor a completed advanced class.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · Half-Dead
In Half-Dead distinguish Death Magic, Necromancy and personal protection. The name and title do not automatically grant Grandmaster Necromancy. Before planning recovery check eligible casualties, the relevant skill and actual mission state.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
PoisonTactical option · acquisition depends on the map
Animate DeadTactical option · acquisition depends on the map
Summon ImpsTactical option · acquisition depends on the mapEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
Grants ordinary level-1 spells when the wearer has their school at the required rank.
Only for first-level spells in schools Gauldoth actually knows in the current mission.
Supports led creatures with twenty percent melee and ranged Defense.
For led creatures, rather than proof of Gauldoth’s personal invulnerability.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.
Gauldoth is a Death / Necropolis campaign character rather than an established ordinary offer in every tavern. Check mission state, hero health and learned skills before departure. His story title establishes neither Necromancy mastery nor combat invulnerability.
Keep the Necromancy skill separate from learned in-combat Animate Dead. In Heroes IV this spell’s raised creatures are temporary and disappear after combat; Heroes III permanence does not carry over. Check eligible corpses, casualties, budget and the stack’s next usable action.
Skeletons, Vampires and Devils represent different roles and target types. Poison needs an eligible living target; friendly support requires its own eligibility check. Vampires also compete with Venom Spawn dwellings; another town or scenario may expand availability, but one building does not.
Compare Death and Nature development with Demonologist requirements. Summon Imps is conditional here: it needs the relevant knowledge in both schools, the actual spell and mana. The advanced class supports demon summoning rather than automatically improving every raising spell or daily Necromancy.
Spells: Poison (acquire on the map / see specialty) · Animate Dead (acquire on the map / see specialty) · Summon Imps (acquire on the map / see specialty)
Linked town and commander choices (Czech) · Class availability and recruitment rules · Demonologist: requirements and exact bonus scope
Only for first-level spells in schools Gauldoth actually knows in the current mission.
For led creatures, rather than proof of Gauldoth’s personal invulnerability.

Home faction: Death / Necropolis
Spell support for the army
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · Half-Dead
Death Magic, Occultism and Necromancy have different effects. Check this character’s actual skills, level and spells in the mission; the class name does not imply maximum Necromancy.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Army command · Order
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · The Price of Peace
Compare economic roles with town-governance conditions and whether the character is currently usable. A Lord category does not establish an exact starting Nobility rank or income.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Spell support for the army
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · The Price of Peace
In The Price of Peace plan around available Order Magic and Emilia’s safe positioning. Illusions and target control do not replace permanent recruitment. Before finishing a map check hero and skill carryover conditions.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Order / Academy
Spell support for the army
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · The reference does not name a specific campaign.
Order Magic offers different control and support roles. Check the actual learned spell, mana, sight and hero protection; a class inventory does not describe every mission.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Gavin Magnus, the Immortal King, opposes Emilia in The Price of Peace. Solymr is central to his story.
This is an Order / Academy campaign character. “Immortal” in the story is not a combat-invulnerability rule. Judge actual spells, defenses and mission objectives; ordinary tavern Mage prices do not establish a hiring price for this campaign character.
Home faction: Order / Academy
A campaign opponent linked to Order / Academy
Gavin Magnus is a The Price of Peace campaign character. This analysis prepares for the actual scenario; the Immortal King title establishes neither combat invulnerability nor tavern availability.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · The Price of Peace
Order Magic offers different control and support roles. Check the actual learned spell, mana, sight and hero protection; a class inventory does not describe every mission.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
Our analysis prepares for this campaign character. Listed creatures are recruitment-line examples to assess rather than a confirmed mission army or a promise that the opponent can be hired.
Gavin Magnus belongs to Order / Academy and campaign characters. Do not infer his current army, spells or personal defenses solely from the Mage class. Check the mission objective, decisive target and battlefield state; an ordinary Mage price does not establish that he can be hired.
For an Order threat, distinguish direct damage, control and support for another stack. The linked spell catalogue gives individual rules rather than confirming Gavin’s spellbook in every mission. Before contact compare the cost of a lost friendly action with removing the caster or its screen.
Mages, Genies and Titans are Academy line examples for comparing reach, casting and shooting. They are not an established total starting army. Inspect actual opponents’ specific abilities and available actions; mutually exclusive town choices belong to the construction analysis.
The Immortal King title is not by itself a numerical combat immunity. Choose targets by actual defenses and scenario objectives while protecting your own vulnerable hero. Connections to Solymr and Emilia supply story context rather than automatically changing sides in every battle.
Linked town and commander choices (Czech) · Class availability and recruitment rules · Check Order spell effects and limitations

Home faction: Order / Academy
Spell support for the army
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · The reference does not name a specific campaign.
Order Magic offers different control and support roles. Check the actual learned spell, mana, sight and hero protection; a class inventory does not describe every mission.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Army command · Might
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Heroes IV · Glory of Days Past
In Glory of Days Past compare personal Combat with army support. A direct hero attack can receive simultaneous retaliation; a strong barbarian is not automatically safe. Do not assume spellcasting or mana from another game’s equipment rules.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Life / Haven
Spell support for the army
The sourced starting school supports a future spell-support role. The spells below must be acquired and learned; include them only after checking the spellbook. Until then, judge the assigned army and the hero’s safety.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Advanced Life Magic · Advanced Death Magic. Match further choices to available ranks and the current army.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
The Gathering Storm · A Matter of Life and Death / The Gathering Storm
Alita starts as a Dark Priest with Advanced Life Magic and Advanced Death Magic. Plan support and offense using the actual spellbook and mana. A later mission can change the available army; personal survival still determines her next action.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic · Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbook
CurseLearning option · not confirmed in spellbook
PoisonLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Nature / Preserve
Spell support for the army
The sourced starting school supports a future spell-support role. The spells below must be acquired and learned; include them only after checking the spellbook. Until then, judge the assigned army and the hero’s safety.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
The Gathering Storm · Another Bard’s Tale / The Gathering Storm
Agraynel can combine scouting with Nature; always compare Stealth rank and guard strength. Passing a guard is not winning a direct battle, and a newly summoned creature can change the army’s stealth eligibility.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Spell support for the army
The sourced starting school supports a future spell-support role. The spells below must be acquired and learned; include them only after checking the spellbook. Until then, judge the assigned army and the hero’s safety.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Advanced Chaos Magic · Basic Sorcery. Match further choices to available ranks and the current army.
Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.
Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
The Gathering Storm · Opposites Attract / The Gathering Storm
Chaos Magic needs the actual spell and mana; direct damage does not replace hero protection. Compare casting cost with action availability and the target’s real immunities.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic · Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbook
PrecisionLearning option · not confirmed in spellbook
BlurLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Spell support for the army
The sourced starting school supports a future spell-support role. The spells below must be acquired and learned; include them only after checking the spellbook. Until then, judge the assigned army and the hero’s safety.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Nature Magic · Basic Order Magic. Match further choices to available ranks and the current army.
Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.
Prefer a large stack with a wide damage range that will attack repeatedly. A fixed-damage stack without Curse may gain nothing merely from selecting its maximum.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
The Gathering Storm · Masters of Magic / The Gathering Storm
Bohb’s campaign start fills all five primary skill slots with magic schools. A normal new Combat skill cannot therefore be assumed as his route to survival. Plan support, equipment and spell acquisition for the actual scenario; the source inventory’s Mage category does not describe his complete starting tree.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Life Magic · Nature Magic · Chaos Magic · Death Magic · Order Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Bind WoundLearning option · not confirmed in spellbook
BlessLearning option · not confirmed in spellbook
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbook
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbook
CurseLearning option · not confirmed in spellbook
PoisonLearning option · not confirmed in spellbook
PrecisionLearning option · not confirmed in spellbook
BlurLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Might / Stronghold
Scouting and reinforcement transport
Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.
Secondary role: Main commander if movement is supported by skills suited to the main army.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Scouting · Basic Combat. Match further choices to available ranks and the current army.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
The Gathering Storm · Might Makes Right / The Gathering Storm
This is The Gathering Storm campaign profile with its own portrait. The normally selectable Dogwoggle remains separate. Evaluate personal offense, protection and carryover using this campaign’s actual conditions.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Nature / Preserve
Spell support for the army
The sourced starting school supports a future spell-support role. The spells below must be acquired and learned; include them only after checking the spellbook. Until then, judge the assigned army and the hero’s safety.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Nature Magic · Advanced Combat. Match further choices to available ranks and the current army.
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Winds of War · Enough is Enough / The Last Bastion
Erutan Revol is Yrats Sippih in Polish. In Enough is Enough he starts as a Beastmaster, combining personal Combat with Nature Magic. Before direct offense compare personal shooting, useful summons and hero safety; listed skills do not establish the actual spellbook.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Chaos / Asylum
Economic and support hero
Use daily income on an additional hero who also collects available resources and transports reinforcements. Compare recruitment cost with remaining days. Do not automatically bench a developed fighter solely because of the income specialty.
Secondary role: A second commander for reinforcements and easier fights, provided this does not slow the main army.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Nobility · Basic Estates. Match further choices to available ranks and the current army.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Winds of War · To Rule the World / The Last Bastion
Chaos Magic needs the actual spell and mana; direct damage does not replace hero protection. Compare casting cost with action availability and the target’s real immunities.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Chaos Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Magic ArrowLearning option · not confirmed in spellbook
HasteLearning option · not confirmed in spellbookEditorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Death / Necropolis
Economic and support hero
Use daily income on an additional hero who also collects available resources and transports reinforcements. Compare recruitment cost with remaining days. Do not automatically bench a developed fighter solely because of the income specialty.
Secondary role: A second commander for reinforcements and easier fights, provided this does not slow the main army.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Advanced Nobility · Advanced Estates. Match further choices to available ranks and the current army.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Winds of War · Death March / The Last Bastion
Death Magic, Occultism and Necromancy have different effects. Check this character’s actual skills, level and spells in the mission; the class name does not imply maximum Necromancy.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
The wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

Home faction: Order / Academy
Spell support for the army
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Winds of War · The Magnificent One / The Last Bastion
Winds of War lists Mysterio the Magnificent as a Battle Mage. Its English table repeats almost the same physical list as Mongo, ends in incomplete “Nobilit” and omits the necessary Order Magic. That row is not treated as a verified starting-skill list.
Exact starting skills and attributes of this campaign profile are not yet established; the normal class baseline is not substituted.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.

Home faction: Might / Stronghold
Army command · Might
Protect the hero first. Check recruitment alternatives before building the town, and account for simultaneous retaliation in melee. Each caster has its own mana reserve.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Advanced Combat · Basic Archery. Match further choices to available ranks and the current army.
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Winds of War · Barbarian Hordes / The Last Bastion
Before a personal attack compare Combat, defense and retaliation availability. A combat role does not solve surrounding or focused shooting; the scenario must establish the actual start.
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
This ordinary light armor adds five to both of the hero’s physical defenses.
For the hero’s survival on the battlefield. These are personal defenses rather than the same bonus for every creature.
Adds three points each to the wearer’s Melee Attack and Melee Defense.
For a hero fighting in melee personally. Heroes IV personal attributes do not automatically apply to the whole army.
308 profiles: 277 normal name/portrait profiles and 31 documented campaign forms including The Gathering Storm and Winds of War. Normal profiles use 11 class baselines; campaign starts do not inherit them automatically. Bohb has a separately sourced five-school start. Selectable and TGS Dogwoggle have separate portraits. This is not every NPC or every mission-specific starting state.
Profile count is not the number of unique people: a different campaign version can have its own card. This inventory does not include every scenario’s starting armies or every specialty formula.
Battle plans →