
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.
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
- Assassin
Adds three to the hero’s action speed and three to combat movement.
- Reaver
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
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.
Animate DeadTactical option · acquisition depends on the map
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 KnowledgeSuggestionThe wearer gains five mana capacity and 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 FlaresSuggestionThe wearer gains ten mana capacity and a 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 HandbookSuggestionGrants 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 ProtectionSuggestionSupports led creatures with twenty percent melee and ranged Defense.
For led-creature defenses, rather than automatically affecting the hero’s own attributes.
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.
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.
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.
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.
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.





