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Heroes Community > Tournament of Honor > Thread: HOMM4 hero class bonuses
Thread: HOMM4 hero class bonuses This thread is 2 pages long: 1 2 · NEXT»
bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted October 01, 2002 04:02 AM
Edited By: bobntamr1 on 1 Oct 2002

HOMM4 hero class bonuses

If you did not know...here is a list of every bonus for each hero type.

Tactics in combination with:

combat general +1 morale all
scouting Field Marshall All freindly +10% damage
Nobility Lord Commander +2 morale all
Life Magic Crusader you have max morale always
Order Magic Illusionist +20% all illusion spells
Death Magic Reaver You are perm under bloodlust +25%melee
Chaos Magic Pyromancer you have permanent fire shield
Nature Magic Warden +10% melee and ranged attack for all friendly

Combat in comination with:

Tactics general +1 morale all
scouting Ranger +5 melee and ranged att
Nobility Warlord +5 melee
Life Magic Paladin Death ward (50% resist and +50% ranged/melee def)
Order Magic Battle mage magic fist and ice bolt do +20% damage
Death Magic Assassin speed and movement +3
Chaos Magic Fireguard you are immune to fire based spells & 1/2 dam from fire using creatures
Nature Magic beastmaster +20% to summon wolf spell

Scouting in combination with:

Tactics Field Marshall All friendly +10% damage
combat Ranger +5 melee and ranged att
Nobility Guildmaster give chance of stunning opponent
Life Magic Prophet you have perm spiritual armor on (melee/ranged def +25%)
Order Magic seer scouting radius +2
Death Magic ninja you have a poisonous attack
Chaos Magic fire diviner +20% all fire based spells
Nature Magic bard you always have maximum luck

Nobility in combination with:

Tactics Lord Commander +2 morale all
scouting Guildmaster give chance of stunning opponent
combat Warlord +5 melee
Life Magic cardinal +5% resurrection
Order Magic wizard king your melee attack gives max bad morale
Death Magic dark lord your melee attack gives max bad morale
Chaos Magic witch king wave of fear no retaliation and opponent runs short distance
Nature Magic beast lord +20% summon wolf and tiger spells

Life Magic in combination with:

Tactics Crusader you have max morale always
scouting Prophet you have perm spiritual armor on (melee/ranged def +25%)
Nobility cardinal +5% resurrection
combat Paladin Death ward (50% resist and +50% ranged/melee defense)
Order Magic monk Chaos ward (50% resist and +50% ranged/melee defense)
Death Magic dark priest vampiric attack (for every 2 pts done it heals you 1 pt)
Chaos Magic heretic you ignore the effects of all wards
Nature Magic summoner +20 experience points of summoned creatures/day

Order magic in combination with:

Tactics Illusionist +20% all illusion spells
scouting seer scouting radius +2
Nobility wizard king your melee attack gives max bad morale
combat Battle mage magic fist and ice bolt do +20% damage
Life Magic monk Chaos ward (50% resist and +50% ranged/melee defense)
Death Magic shadow mage permanent blur spell on you(+50% ranged def)
Chaos Magic wizard decreases all of your spell costs by 2
Nature Magic enchanter +20% to all summoning and illusion spells

Death magic in combination with:

Tactics Reaver You are perm under bloodlust +25%melee
scouting ninja you have a poisonous attack
Nobility dark lord your melee attack gives max bad morale
Life Magic dark priest vampiric attack (for every 2 pts done it heals you 1 pt)
Order Magic shadow mage permanent blur spell on you(+50% ranged def)
Combat Assassin speed and movement +3
Chaos Magic lich attack has chance to age (-25% att, -20% def, -50% speed mvmt)
Nature Magic demonologist +50 to all summon demon spells

Chaos magic in combination with:

Tactics Pyromancer you have permanent fire shield
scouting fire diviner +20% all fire based spells
Nobility witch king wave of fear no retaliation and opponent runs short distance
Life Magic heretic you ignore the effects of all wards
Order Magic wizard decreases all of your spell costs by 2
Combat Fireguard you are immune to fire based spells & 1/2 dam from fire using creatures
Death Magic lich attack has chance to age (-25% att, -20% def, -50% speed mvmt)
Nature Magic warlock +10 spell points and +1 sp pt regen/day

Nature Magic in combination with:

Tactics Warden +10% melee and ranged attack for all friendly
scouting bard you always have maximum luck
Nobility beast lord +20% summon wolf and tiger spells
Life Magic summoner +20 experience points of summoned creatures/day
Order Magic enchanter +20% to all summoning and illusion spells
Combat beastmaster +20% to summon wolf spell
Chaos Magic warlock +10 spell points and +1 sp pt regen/day
Death Magic demonologist +50 to all summon demon spells

all magic schools= arch mage     +20%all spell effects

chaos magic + Nobility + Death magic = witch king       attack sends out a wave of fear (no retaliation, and they run away)

I know its a bit long but for those who did not know what all of the bonuses are this may help.
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KalarMcLeod
KalarMcLeod


Hired Hero
Returned to the north
posted October 01, 2002 05:11 AM

Thanks bobntamr1

Absolutely invaluable! wow!
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bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted October 01, 2002 05:17 AM

a little side note

also if you didn't know it takes at least 2 skills in each to make the class
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zonekill
zonekill


Adventuring Hero
Wiedzmin
posted October 01, 2002 10:51 AM

?

Dunno if it was nessesery to list it here. I guess 3do forgot to put the manual into your original copy of homm4.
There is also a .pdf file on CD2 with more great news about that game. Really!
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bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted October 02, 2002 12:22 AM

lol...i know...however if there is anyone else out there like me they are going to lose the stupid book, and not know. Or they are going to look in 2 places in the book. I consolidated it for my own ease, and I thought I would share it with others. ;D
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Shadow_Elf
Shadow_Elf


Wandering Thief
posted October 02, 2002 12:34 AM

U NEED THE WITCH KING AND ARCHMAGE !
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Forget the rulz they were made to be broken

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Wub
Wub


Responsible
Famous Hero
posted October 04, 2002 02:06 AM

Quote:

U NEED THE WITCH KING AND ARCHMAGE !



Yep.

Witch King: Order magic + chaos magic + nobility. The hero's melee attack sends out a wave of fear that keeps an enemy from retaliating.

Archmage: any 3 magic schools. Spell effectivity increases with 20%.
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bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted October 04, 2002 06:23 AM

its there i edited post a couple days ago =O)
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zonekill
zonekill


Adventuring Hero
Wiedzmin
posted October 04, 2002 11:54 AM

I prefer Field Marshall and Warden


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Wub
Wub


Responsible
Famous Hero
posted October 04, 2002 02:57 PM

Quote:

its there i edited post a couple days ago =O)



Oops, sorry I didn't see it. Although you really need order magic for a witch king, not death magic (test it yourself). But you still did a great job.

I listed some mistakes. Not your fault of course, but more due to last minute gameplay changes I guess.

Quote:

Combat+scouting = Ranger +5 melee and ranged att



Combat + Scouting = Ranger. +5 to ranged attack and hero gains ranged ability.

Quote:

Death+Nature Magic demonologist +50 to all summon demon spells



This is indeed what the game says, but the actual bouns is:
Death + Nature magic = demonologist. +25% to death summoning spells.

Quote:

all magic schools= arch mage +20%all spell effects



You need only 3 magic schools.

Otherwise it is perfect.
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attila
attila


Known Hero
Young Warrior
posted October 14, 2002 01:00 AM

i like this thread i use it often snice i lost my book
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bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted October 14, 2002 04:31 AM

Quote:
i like this thread i use it often snice i lost my book


see....another just like me LMAO!
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acid
acid

Tavern Dweller
posted October 14, 2002 08:30 AM

tactician precedence

hello,

the case may be as follows: In the army I have a really good tactics-hero and a scouting-hero with just 2 tactics-skills. Does the second hero, the field marshall, now give the field marshall's bonus to all friedly units (+ the tactic-bonus from the knight / death knight)?

Same question with warden?

acid
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bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted October 14, 2002 08:34 AM

Quote:

acid


what I have found to be funny is that you don't receive the bonus yourself, but the other heroes do. yes the creatures receive double bonus, no the heroes don't ... make sense out of that lol.

warden...not sure on.
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acid
acid

Tavern Dweller
posted October 15, 2002 07:00 AM

artifacts + tactics

hello,

so you can have a field marshall with low tactics-abilities for the field-marshall-bonus and a good tactics-hero for the other tactic-bonusses if I did not misunderstand you.

The question with the warden is still unanswered, so if anyone knows ... (does the warden HAVE TO be the the real good tactics-hero to make the bonus work or can there be a tactics-hero and a nature-magic-hero with just 2 tactic-skills?).

What artifacts MUST be used by the tactic-hero to work additional to the tactic-bonus and wich can be used by any hero in the army? Ring of Protection? Warlord's Ring? Mullich's Helm of Leadership? Crusader's Mace (should be like Warlord's Ring)?

It could be like this: All defense- and attack-modefiers MUST be used by the tactics-hero. But what about damage-modefiers, luck- or morale-modefiers? Speed-modefiers?

acid
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Wub
Wub


Responsible
Famous Hero
posted October 16, 2002 03:56 PM

I also became curious how it works, so I ran some tests. The results:

You don't benefit from a hero's advanced class tactics specialty if another hero gives your army a higher offense/defense bonus. In other words: a low level warden/field marshal has a useless specialty when he is in an army with a hero who has GM offense/defense.

For artifacts it is simple too:

Artifacts that solely increase creature effectivity, are completely useless when not carried by your tactics hero. For example, artifacts that increase attack skill (crusader's mace), defense skill (shield of dwarven lords), speed (ring of speed) and movement (winged sandals), should always be carried by the best tactics hero. Also, give scouting artifacts to your scouting hero, necromancy artifacts to your necromancer, resurrection artifacts to your priest etc. etc.

Artifacts that increase creature effectivity and hero effectivity are most useful when equipped by your tactics hero. These artifacts include morale artifacts (crest of valor) and luck artifacts (four leaf clover). When equipped by the tactics hero (with leadership skills), they will boost the morale/luck of both creatures and heroes. When they are not carried by your tactics hero, they will solely boost the luck of all friendly heroes.

In conclusion: give all your offense/attack/speed/movement/luck/morale artifacts to your strongest tactics hero.

I hope I answered the question enough this way. I only didn't understand what was meant by 'damage modifiers'. To the best of my knowledge, the only artifacts that increase creature damage increase only the attack skill.


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bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted October 16, 2002 05:57 PM
Edited By: bobntamr1 on 16 Oct 2002

very good points wob thx for the help here
Here is a couple more things people might want to know:

to get grandmaster offence, defence or leader ship you need:

expert tactics (+3 speed and +4 mvmt all freindly CREATURES)
either expert offence (+30% melee and attack frindly's)
or expert defence (+30% ranged and melee defense)
to get GM offence (+50%)
or to get GM defense (+50%)
or to get GM leadership (all freindly crits get +5 morale and +5 luck) morale does not work on undead

Grandmaster magic resistance:

expert combat (heroes melee and ranged defense and attack increased to 30)

to get grandmaster magic resistance (hero able to resist hostile spells 100% of the time)

Grandmaster stealth:

Gm scouting (+5 scouting radius & able to view enemy town and army screens. can see others with GM stealth)
master pathfinding (hero and his army + 25% movement and have no mvmt penalty's over hostile terrain)
GM stealth (invisible to all creatures and heroes on the map even if they have master scouting, if he is not adjacent)

grandmaster scouting:

only expert pathfinding is required.

grandmaster pathfinding or seamanship:

only expert scouting.



I will be continuing on this one, just editing in the rest as time goes by, so forgive my slow arse
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acid
acid

Tavern Dweller
posted October 16, 2002 07:23 PM

hello,

Quote:

I hope I answered the question enough this way. I only didn't understand what was meant by 'damage modifiers'. To the best of my knowledge, the only artifacts that increase creature damage increase only the attack skill.



Warlord's Ring, Crusader's Mace, Axe of Legends, Sword of the Gods + special ones like David's sling, Angel's Blade.

acid
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Wub
Wub


Responsible
Famous Hero
posted October 17, 2002 12:09 AM
Edited By: Wub on 28 Oct 2002

Ah, you did mean these kind of artifacts:

Warlord's Ring, Crusader's Mace, Axe of Legends, Sword of the Gods.

It's true that they increase damage, but they do that by increasing the attack skill of friendly units. So that's why there is no difference between damage modifiers and attack skill increasers. I suspect that you should give the david's sling and the angel's blade to your best tactics hero too, but I'll check it and edit my post later. Edit: explained about the david's sling a few post down.

Good idea to list skill dependencies here too, bobntamr . For an overview of what skills you need for an other skill, check this article written by dragonsister on her website maphaven.
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attila
attila


Known Hero
Young Warrior
posted October 26, 2002 11:55 PM

i need this on top
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