Heroes of Might and Magic IV Classes


Heroes turn into a special class as soon as he/she gains his/her second
skill-level in any skill other than his/her starting skill.
Secondary skills count towards this.

Example:
An Archer (basic Combat, basic Archery) gains basic Scouting
If he then gains another level of Scouting or one of Scoutings secondary
skills (Pathfinding, Seamanship or Stealth) he turns into a Ranger


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Tactics
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+ Combat       = General        = +1 morale to all
+ Scouting     = Field Marshal  = +10 % to melee and ranged attack to all
+ Nobility     = Lord Commander = +2 morale to all
+ Life Magic   = Crusader       = maximum morale for hero
+ Order Magic  = Illusionist    = +20 % to illusion spell effects
+ Death Magic  = Reaver         = permanent Bloodlust for hero
+ Chaos Magic  = Pyromancer     = permanent Fire Shield for hero
+ Nature Magic = Warden         = +10 % to melee and ranged defense to all

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Combat
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+ Tactics      = General     = +1 morale to all
+ Scouting     = Ranger      = +5 ranged attack + ranged attack ability for hero
+ Nobility     = Warlord     = +5 to melee attack for hero
+ Life Magic   = Paladin     = permanent Death Ward for hero
+ Order Magic  = Battle Mage = +20 % on Magic Fist and Ice Bolt spell effects, gains magic fist spell
+ Death Magic  = Assassin    = +3 speed and movement for hero
+ Chaos Magic  = Fireguard   = immune to fire based spells, half damage from fire based attacks
+ Nature Magic = Beastmaster = +20 % bonus to Summon Wolf spell for hero

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Scouting
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+ Tactics      = Field Marshal = +10 % to melee and ranged attack to all
+ Combat       = Ranger        = +5 ranged attack + ranged attack ability for hero
+ Nobility     = Guildmaster   = gains Stun-attack, chance to stun enemy with melee attack
+ Life Magic   = Prophet       = permanent Spiritual Armor on hero
+ Order Magic  = Seer          = +2 Scouting radius
+ Death Magic  = Ninja         = gains poison melee attack (as poison spell)
+ Chaos Magic  = Fire Diviner  = +20 % on all fire spell effects
+ Nature Magic = Bard          = maximum luck for hero

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Nobility
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+ Tactics      = Lord Commander = +2 morale to all
+ Combat       = Warlord        = +5 to melee attack for hero
+ Scouting     = Guildmaster    = gains Stun-attack, chance to stun enemy with melee attack
+ Life Magic   = Cardinal       = +5 % to resurrection skill
+ Order Magic  = Wizard King    = melee attack gives target maximum bad luck
+ Death Magic  = Darklord       = melee attack gived target maximum negative morale
+ Chaos Magic  = Witch King     = gives hero the Fear ability (keeps opponent from retaliating)
+ Nature Magic = Beastlord      = +20 % on Summon Wolf and Summon White Tiger spells

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Life Magic
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+ Tactics      = Crusader    = maximum morale for hero
+ Combat       = Paladin     = permanent Death Ward for hero
+ Scouting     = Prophet     = permanent Spiritual Armor on hero
+ Nobility     = Cardinal    = +5 % to resurrection skill
+ Order Magic  = Monk        = permanent Chaos Ward for hero
+ Death Magic  = Dark Priest = Vampiric melee attack, heals 1 hit point for every 2 damage done
+ Chaos Magic  = Heretic     = ignores effects of all wards
+ Nature Magic = Summoner    = +20 experience points to summoning skill

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Order Magic
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+ Tactics      = Illusionist = +20 % to illusion spell effects
+ Combat       = Battle Mage = +20 % on Magic Fist and Ice Bolt spell effects, gains magic fist spell
+ Scouting     = Seer        = +2 Scouting radius
+ Nobility     = Wizard King = melee attack gives target maximum bad luck
+ Life Magic   = Monk        = permanent Chaos Ward for hero
+ Death Magic  = Shadow Mage = permanent Blur for hero
+ Chaos Magic  = Wizard      = spells cost 2 spellpoints less to cast for hero
+ Nature Magic = Enchanter   = +20 % to all summon and illusion spells

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Death Magic
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+ Tactics      = Reaver       = permanent Bloodlust for hero
+ Combat       = Assassin     = +3 speed and movement for hero
+ Scouting     = Ninja        = gains poison melee attack (as poison spell)
+ Nobility     = Darklord     = melee attack gived target maximum negative morale
+ Life Magic   = Dark Priest  = Vampiric melee attack, heals 1 hit point for every 2 damage done
+ Order Magic  = Shadow Mage  = permanent Blur for hero
+ Chaos Magic  = Lich         = melee attack ages enemy
+ Nature Magic = Demonologist = +50 to all demon summoning spells

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Chaos Magic
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+ Tactics      = Pyromancer   = permanent Fire Shield for hero
+ Combat       = Fireguard    = immune to fire based spells, half damage from fire based attacks
+ Scouting     = Fire Diviner = +20 % on all fire spell effects
+ Nobility     = Witch King   = gives hero the Fear ability (keeps opponent from retaliating)
+ Life Magic   = Heretic      = ignores effects of all wards
+ Order Magic  = Wizard       = spells cost 2 spellpoints less to cast for hero
+ Death Magic  = Lich         = melee attack ages enemy
+ Nature Magic = Warlock      = +10 spellpoints, regenerate 1 extra spellpoint per day

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Nature Magic
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+ Tactics     = Warden       = +10 % to melee and ranged defense to all
+ Combat      = Beastmaster  = +20 % bonus to Summon Wolf spell for hero
+ Scouting    = Bard         = maximum luck for hero
+ Nobility    = Beastlord    = +20 % on Summon Wolf and Summon White Tiger spells
+ Life Magic  = Summoner     = +20 experience points to summoning skill
+ Order Magic = Enchanter    = +20 % to all summon and illusion spells
+ Death Magic = Demonologist = +50 to all demon summoning spells
+ Chaos Magic = Warlock      = +10 spellpoints, regenerate 1 extra spellpoint per day

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Special
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Any hero with two skill-levels in at least three different Magic schools turns
into an Archmage
Archmages gain +20 % to all spell effects
This will override any previous class!

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It is possible to change a heroes class after the first change.
Because the game counts the two higest skill-levels to determine class (AFAIK!)