HEROES ATLAS
EN

Heroes IV · 308 ENTRIES

Hero catalogue · Heroes IV

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.

Class baseline

Class baseline

Starting skills are shared by class. Further development can change the advanced class; a name and portrait do not add a separate bonus.

Hero catalogue

Find a hero by name and town

Both tavern heroes and campaign characters have individual profiles. Choose a name for the original portrait, skills, hiring conditions and town affiliation.

Life · Haven

Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →

Campaigns and story characters

Selectable tavern heroes · 51

Death · Necropolis

Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →

Campaigns and story characters

Selectable tavern heroes · 51

Order · Academy

Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →

Campaigns and story characters

Selectable tavern heroes · 50

Chaos · Asylum

Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →

Campaigns and story characters

Selectable tavern heroes · 50

Nature · Preserve

Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →

Campaigns and story characters

Selectable tavern heroes · 50

Might · Stronghold

Home alignment follows the class; other towns follow the hiring rules. Faction guide (Czech) →

Campaigns and story characters

Selectable tavern heroes · 25

Where each class can be hired and its cost →

Where is Gelu in Heroes IV?

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 →

Character reference and opening cinematic ↗

308

Araja — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Araja

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Equila — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Equila

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Frini — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Frini

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Gail — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Gail

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Julia — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Julia

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Mierna — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Mierna

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Olwa — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Olwa

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Sigrid — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Sigrid

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Sorsha — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Sorsha

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Tamara — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Tamara

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Thera — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Thera

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Tyris — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Tyris

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Archimemnon — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Archimemnon

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Christian — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Christian

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Dallas — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Dallas

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Dalt — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Dalt

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Laine — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Laine

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Marcius — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Marcius

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Mardigo — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Mardigo

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Nathaniel — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Nathaniel

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Orrin — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Orrin

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Oyssin — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Oyssin

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Rex Mundi — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Rex Mundi

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Mullich — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Mullich

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Valoryn — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Valoryn

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Zambu — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Zambu

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Adelaide — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Adelaide

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Caitlin — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Caitlin

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Corita — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Corita

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Dorine — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Dorine

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Isabeau — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Isabeau

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Kathleen — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Kathleen

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Leslie — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Leslie

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Maureen — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Maureen

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Mirlanda — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Mirlanda

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Nanette — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Nanette

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Sanya — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Sanya

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Vallia — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Vallia

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Winifred — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Winifred

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Bakrus — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Bakrus

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Bloomberg — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Bloomberg

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Ingham — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Ingham

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Jerwall — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Jerwall

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Karth — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Karth

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Lemmar — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Lemmar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Michael — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Michael

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Nevon — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Nevon

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Pirivan — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Pirivan

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Proetho — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Proetho

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Rion — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Rion

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Virgil — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Virgil

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Avanine — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Avanine

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Enethrae — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Enethrae

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Gwedymyr — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Gwedymyr

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Ilia — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Ilia

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Jenova — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Jenova

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Kamiana — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Kamiana

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Lindette — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Lindette

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Mephala — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Mephala

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Neska — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Neska

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Pyral — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Pyral

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Shyn — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Shyn

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Trinni — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Trinni

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Snowjay — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Snowjay

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Anium — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Anium

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Blackdog — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Blackdog

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Callis — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Callis

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Erensar — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Erensar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Fathrim — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Fathrim

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Gillion — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Gillion

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Ignatius — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Ignatius

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Ivor — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Ivor

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Kyrre — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Kyrre

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Merlith — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Merlith

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Ryland — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Ryland

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Theritos — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Theritos

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Aleta — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Aleta

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Arebell — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Arebell

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Eleece — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Eleece

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Gem — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Gem

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Labetha — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Labetha

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Melodia — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Melodia

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Oris — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Oris

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Regina — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Regina

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Saleena — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Saleena

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Sannah — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Sannah

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Tonwen — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Tonwen

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Vianne — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Vianne

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Aeris — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Aeris

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Braebar — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Braebar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Brook — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Brook

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Coronius — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Coronius

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Derden — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Derden

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Elleshar — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Elleshar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Farnivon — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Farnivon

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Gue — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Gue

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Iscandel — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Iscandel

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Kaliki — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Kaliki

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Lowell — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Lowell

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Yesterfox — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Yesterfox

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Gathran — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Gathran

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Aidan — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Aidan

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Open the detailed step-by-step plan →

Normal hiring: Asylum · Chaos · 1,500 gold. All locations and prices →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Detailed game plan · Aidan: solo scouting, Stealth limits and a future class

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.

  1. Choose a lone scout

    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.

  2. Basic Stealth does not bypass every guard

    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.

  3. Turn information into a useful objective

    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.

  4. Decide whether the hero should later fight too

    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.

Reference ↗

Andria — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Andria

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Flaren — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Flaren

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Gretchin — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Gretchin

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Hoogula — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Hoogula

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Jael — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Jael

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Kineta — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Kineta

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Lorelei — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Lorelei

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Octavia — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Octavia

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Sizz — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Sizz

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Tacita — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Tacita

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Valynne — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Valynne

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Erica Fade — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Erica Fade

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Ajit — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Ajit

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Calistar — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Calistar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Dace — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Dace

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Flaym — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Flaym

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Gruezak — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Gruezak

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Gundross — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Gundross

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Hafir — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Hafir

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Kardd — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Kardd

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Madmarik — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Madmarik

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Nazibar — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Nazibar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Rufus — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Rufus

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Runagark — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Runagark

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Further development and safe scouting

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Aathea — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Aathea

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Atella — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Atella

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Helice — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Helice

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Isa — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Isa

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Mayweda — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Mayweda

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Mered — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Mered

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Nefafareen — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Nefafareen

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Pythia — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Pythia

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Raona — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Raona

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Sephinroth — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Sephinroth

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Yorpix — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Yorpix

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Yoru — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Yoru

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Ajwar — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Ajwar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Charzir — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Charzir

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Darkstorm — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Darkstorm

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Uvodd — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Uvodd

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Iboz — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Iboz

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Jeddite — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Jeddite

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Kaspar — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Kaspar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Maddox — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Maddox

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Mastero — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Mastero

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Norzok — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Norzok

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Ritzil — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Ritzil

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Scorage — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Scorage

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Xyron — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Xyron

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Charna — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Charna

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Docata — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Docata

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Fiona — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Fiona

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Luna — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Luna

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Oddrema — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Oddrema

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Rahjuu — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Rahjuu

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Reeva — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Reeva

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Shriek — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Shriek

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Tamika — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Tamika

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Vilexica — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Vilexica

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Winsela — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Winsela

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Yott — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Yott

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Aglion — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Aglion

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Arkenvoss — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Arkenvoss

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Calh — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Calh

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Gargareen — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Gargareen

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Grok — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Grok

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Harkenraz — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Harkenraz

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Jarvis — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Jarvis

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Malustar — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Malustar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Moander — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Moander

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Panur — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Panur

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Straker — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Straker

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Xerxon — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Xerxon

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Varduum — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Varduum

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Aislinn — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Aislinn

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Ash — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Ash

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Castrata — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Castrata

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Domala — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Domala

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Felina — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Felina

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Hsine — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Hsine

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Jessika — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Jessika

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Lamentia — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Lamentia

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Masqua — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Masqua

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Thessa — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Thessa

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Vidomina — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Vidomina

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Yxia — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Yxia

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Baenefa — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Baenefa

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Archilus — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Archilus

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Ayden — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Ayden

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Draezerak — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Draezerak

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Endan — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Endan

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Hastner — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Hastner

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Hexx — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Hexx

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Kurtos — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Kurtos

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Mezizto — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Mezizto

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Paskovich — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Paskovich

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Rab — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Rab

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Sandro — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Sandro

Selectable name profile

Who this character is and where they belong

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.

Story and availability reference ↗

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Open the detailed step-by-step plan →

Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (4)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

  • Apprentice's HandbookSuggestion

    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.

  • Ring of ProtectionSuggestion

    Supports led creatures with twenty percent melee and ranged Defense.

    For led-creature defenses, rather than automatically affecting the hero’s own attributes.

All spells in this game →

Class baseline · Necromancer

Creatures connected to this hero

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.

Detailed game plan · Sandro IV: Death Magic without imported Heroes III equipment

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.

  1. Start with the actual Heroes IV profile

    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.

  2. Choose Poison and Curse by the actual target

    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.

  3. Temporary raising is not permanent army growth

    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.

  4. Handle army and hero protection separately

    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.

Linked profiles and rules

Spells: Poison (acquire on the map / see specialty) · Curse (acquire on the map / see specialty) · Animate Dead (acquire on the map / see specialty)

Creatures for this plan

Linked town and commander choices (Czech) · Class availability and recruitment rules

Conditional equipment

  • Apprentice's Handbook

    For eligible first-level spells in the actually known Death school; higher school ranks remain a separate requirement.

  • Ring of Protection

    For led-creature defenses, rather than automatically affecting the hero’s own attributes.

Roster for the corresponding standard alignment ↗

Explore this game’s battlefield lessons →

Reference ↗

Sark — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Sark

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Norticus — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Norticus

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • CurseLearning option · not confirmed in spellbook

    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.

  • PoisonLearning option · not confirmed in spellbook

    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.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Annavanta — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Annavanta

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Aycora — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Aycora

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Danika — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Danika

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Fynelda — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Fynelda

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Hally — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Hally

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Hedegraus — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Hedegraus

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Iona — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Iona

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Neela — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Neela

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Petula — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Petula

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Rissa — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Rissa

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Segwen — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Segwen

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Sharah — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Sharah

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Alem — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Alem

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Davius — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Davius

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Fafner — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Fafner

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Grum — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Grum

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Jubal — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Jubal

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Merrox — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Merrox

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Nobblenot — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Nobblenot

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Oaryn — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Oaryn

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Piquedram — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Piquedram

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Teddor — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Teddor

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Ufretin — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Ufretin

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Verno — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Verno

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Paulus — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Paulus

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Aine — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Aine

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Open the detailed step-by-step plan →

Normal hiring: Academy · Order · 1,500 gold. All locations and prices →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Creatures connected to this hero

  • Halfling
    • Example in a tactical plan
  • Mage
    • Example in a tactical plan
  • Genie
    • Example in a tactical plan
  • Titan
    • Example in a tactical plan

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.

Detailed game plan · Aine: Order Magic, shooters and caster survival

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.

  1. A skill is not spellbook contents

    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.

  2. Choose the right Precision recipient

    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.

  3. Aine is physically on the battlefield

    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.

  4. Keep each caster’s mana separate

    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.

Linked profiles and rules

Spells: Precision (acquire on the map / see specialty) · Blur (acquire on the map / see specialty)

Creatures for this plan

Conditional equipment

Explore this game’s battlefield lessons →

Reference ↗

Brissa — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Brissa

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Calyphona — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Calyphona

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Cyra — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Cyra

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Daremyth — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Daremyth

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Grunkie — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Grunkie

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Melody — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Melody

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Minasli — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Minasli

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Redwara — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Redwara

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Suzieque — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Suzieque

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Tina — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Tina

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Urnaka — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Urnaka

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Aenain — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Aenain

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Astral — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Astral

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Brendemar — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Brendemar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Grindan — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Grindan

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Gurvilin — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Gurvilin

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Malcom — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Malcom

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Mudgeon — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Mudgeon

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Olivaster — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Olivaster

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Qubar — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Qubar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Raven — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Raven

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Solymr — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Solymr

Selectable name profile

Who this character is and where they belong

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.

Story and availability reference ↗

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Open the detailed step-by-step plan →

Normal hiring: Academy · Order · 1,500 gold. All locations and prices →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (4)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

  • Apprentice's HandbookSuggestion

    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.

  • Ring of ProtectionSuggestion

    Supports led creatures with twenty percent melee and ranged Defense.

    For led-creature defenses; plan the Mage’s personal safety separately.

All spells in this game →

Class baseline · Mage

Creatures connected to this hero

  • Halfling
    • Example in a tactical plan
  • Mage
    • Example in a tactical plan
  • Genie
    • Example in a tactical plan

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.

Detailed game plan · Solmyr / Solymr: Order support and caster protection

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.

  1. Identify standard or campaign state

    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.

  2. Precision and Blur address different exchanges

    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.

  3. The Mage must survive on the battlefield

    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.

  4. Creature equipment is not the hero’s personal shield

    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.

Linked profiles and rules

Spells: Precision (acquire on the map / see specialty) · Blur (acquire on the map / see specialty)

Creatures for this plan

Linked town and commander choices (Czech) · Class availability and recruitment rules

Conditional equipment

  • Apprentice's Handbook

    For first-level spells in an actually known school; it does not establish original spellbook contents.

  • Ring of Protection

    For led-creature defenses; plan the Mage’s personal safety separately.

Roster for the corresponding standard alignment ↗

Explore this game’s battlefield lessons →

Reference ↗

Sylas Zanj — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Sylas Zanj

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Theodorus — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Theodorus

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Spells for this plan

  • PrecisionLearning option · not confirmed in spellbook

    Use it on a key shooter with line of sight. Provide protection against melee engagement too; stronger shooting does not prevent that threat.

  • BlurLearning option · not confirmed in spellbook

    Protect the main recipient of enemy volleys. If enemies can engage in melee, prepare movement or other cover as well.

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Abegga — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Abegga

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Colwa — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Colwa

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Drenka — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Drenka

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Jadne — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Jadne

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Kel — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Kel

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Lanya — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Lanya

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Nef — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Nef

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Oroon — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Oroon

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Ranella — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Ranella

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Shiva — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Shiva

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Toadeater — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Toadeater

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Vix — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Vix

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Yutena — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Yutena

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Bofmog — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Bofmog

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Bron — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Bron

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Crag Hack — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Crag Hack

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Dogwoggle — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Dogwoggle

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Ferret — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Ferret

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Khorrun — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Khorrun

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Krellion — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Krellion

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Wolfric — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Wolfric

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Tazar — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Tazar

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Trome — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Trome

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Wegg — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Wegg

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Yog — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Yog

Selectable name profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Compare the two advanced-class routes below. 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.

Two further development routes

These are proposed development routes; the advanced class is not presented as the hero’s starting state.

Creatures I would consider

Equipment I would compare

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 →

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Lord Lysander — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Lord Lysander

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Sir Kentaine — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Sir Kentaine

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Sir Worton — portrait in Heroes 4
Source · Game artwork

Life · Haven · Knight

Sir Worton

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Knight

Reference ↗

Desette — portrait in Heroes 4
Source · Game artwork

Life · Haven · Priest

Desette

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Shaera — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Shaera

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Gramin — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Gramin

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Lord Harke — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Archer

Lord Harke

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Elwin — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Druid

Elwin

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Tawni Balfour — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Tawni Balfour

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Captain Swift — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Captain Swift

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Pete Girly — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Thief

Pete Girly

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Thief

Reference ↗

Cyrca — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Sorcerer

Cyrca

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Suraze — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Death Knight

Suraze

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Death Knight

Reference ↗

Gauldoth Half-Dead — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Gauldoth Half-Dead

Campaign profile

Who this character is and where they belong

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.

Story and availability reference ↗

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Open the detailed step-by-step plan →

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (4)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

  • Apprentice's HandbookSuggestion

    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.

  • Ring of ProtectionSuggestion

    Supports led creatures with twenty percent melee and ranged Defense.

    For led creatures, rather than proof of Gauldoth’s personal invulnerability.

All spells in this game →

Class baseline · Necromancer

Creatures connected to this hero

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.

Detailed game plan · Gauldoth: undead, demons and developing both schools

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.

  1. The Half-Dead title does not grant completed skills

    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.

  2. Necromancy and Animate Dead do not provide the same reward

    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.

  3. Undead and demons are different target types

    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.

  4. Demonologist requires actual development

    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.

Linked profiles and rules

Spells: Poison (acquire on the map / see specialty) · Animate Dead (acquire on the map / see specialty) · Summon Imps (acquire on the map / see specialty)

Creatures for this plan

Linked town and commander choices (Czech) · Class availability and recruitment rules · Demonologist: requirements and exact bonus scope

Conditional equipment

  • Apprentice's Handbook

    Only for first-level spells in schools Gauldoth actually knows in the current mission.

  • Ring of Protection

    For led creatures, rather than proof of Gauldoth’s personal invulnerability.

Roster for the corresponding standard alignment ↗

Explore this game’s battlefield lessons →

Reference ↗

Kalibarr — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Necromancer

Kalibarr

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Tharj — portrait in Heroes 4
Source · Game artwork

Order · Academy · Lord

Tharj

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Lord

Reference ↗

Emilia — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Emilia

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Genevieve Seymour — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Genevieve Seymour

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Gavin Magnus — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Gavin Magnus

Campaign profile

Who this character is and where they belong

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.

Story and availability reference ↗

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Open the detailed step-by-step plan →

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Mage

Creatures connected to this hero

  • Mage
    • Example in a tactical plan
  • Genie
    • Example in a tactical plan
  • Titan
    • Example in a tactical plan

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.

Encounter preparation · Gavin Magnus: assess the actual mission threat

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.

  1. Read the objective and actual encounter conditions

    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.

  2. Separate control, shooting and support

    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.

  3. Creature examples are not a confirmed army

    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.

  4. Do not turn story immortality into a combat rule

    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.

Reference ↗

Pherlon — portrait in Heroes 4
Source · Game artwork

Order · Academy · Mage

Pherlon

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Waerjak — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Waerjak

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Alita Eventide — portrait in Heroes 4
Source · Game artwork

Life · Haven · Dark Priest

Alita Eventide

Campaign profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

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.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Special starting-state reference ↗

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Priest

Reference ↗

Agraynel — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Bard

Agraynel

Campaign profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

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.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Special starting-state reference ↗

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Druid

Reference ↗

Kozuss — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Wizard

Kozuss

Campaign profile

How to use this hero

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.

Suggested army and further development

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.

Creatures I would consider

Spells for this plan

  • Magic ArrowLearning option · not confirmed in spellbook

    Cheaply remove a weaker important enemy. If more damage is required, compare Fire Bolt and any Fire protection on the target.

  • HasteLearning option · not confirmed in spellbook

    Gain missing reach to an important target or safe position. Check whether it also changes the order of subsequent actions.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Special starting-state reference ↗

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Bohb — portrait in Heroes 4
Source · Game artwork

Order · Academy · Archmage

Bohb

Campaign profile

How to use this hero

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.

Suggested army and further development

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.

Creatures I would consider

Spells for this plan

  • Bind WoundLearning option · not confirmed in spellbook

    Cheaply save a wounded hero or an expensive surviving creature. If Poison or Plague must be removed, compare Heal.

  • BlessLearning option · not confirmed in spellbook

    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.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Special starting-state reference ↗

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Dogwoggle — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Dogwoggle

Campaign profile

How to use this hero

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.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Special starting-state reference ↗

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Erutan Revol — portrait in Heroes 4
Source · Game artwork

Nature · Preserve · Beastmaster

Erutan Revol

Campaign profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

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.

Creatures I would consider

Spells for this plan

  • StoneskinLearning option · not confirmed in spellbook

    Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.

  • Summon WolfLearning option · not confirmed in spellbook

    Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Special starting-state reference ↗

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Archer

Reference ↗

Spazz Maticus — portrait in Heroes 4
Source · Game artwork

Chaos · Asylum · Witch King

Spazz Maticus

Campaign profile

How to use this hero

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.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Special starting-state reference ↗

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Sorcerer

Reference ↗

Baron von Tarkin — portrait in Heroes 4
Source · Game artwork

Death · Necropolis · Dark Lord

Baron von Tarkin

Campaign profile

How to use this hero

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.

What the profile establishes

Listed starting skills

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Special starting-state reference ↗

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Learning options from the starting school

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.

Equipment suggestions for the plan (2)

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.

  • Cap of KnowledgeSuggestion

    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.

  • Ring of FlaresSuggestion

    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.

All spells in this game →

Class baseline · Necromancer

Reference ↗

Mysterio the Magnificent — portrait in Heroes 4
Source · Game artwork

Order · Academy · Battle Mage

Mysterio the Magnificent

Campaign profile

How to use this hero

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.

What the profile establishes

The complete starting skill list is not established here. The specialty identifies explicitly granted abilities.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Mage

Reference ↗

Mongo — portrait in Heroes 4
Source · Game artwork

Might · Stronghold · Barbarian

Mongo

Campaign profile

How to use this hero

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.

Suggested army and further development

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.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Campaign and use

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.

Special starting-state reference ↗

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

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.

  • LeatherSuggestion

    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.

  • LongswordSuggestion

    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.

All spells in this game →

Class baseline · Barbarian

Reference ↗

Comparing entries

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 →