Hero Classes - Heroes of Might and Magic IV (2024)

In Heroes of Might and Magic 4, hero classes are determined by the dominant primary skills a hero posesses. Starting hero classes give no special bonuses to the hero, but upon learning an additional skill and attaining an advanced class, hero gains a special bonus. Use the table below to locate the advanced class by two dominant primary skills of your hero. Then use the alphabetical list to find the special bonus of that advanced class.

Note: The Archmage advanced class (not in the table) can be achieved by specialising in any three magic types. Hero classes in italics are the starting classes and give no special bonuses.

Hero Classes Table

PRIMARY SKILLSHero Classes - Heroes of Might and Magic IV (1)Hero Classes - Heroes of Might and Magic IV (2)Hero Classes - Heroes of Might and Magic IV (3)Hero Classes - Heroes of Might and Magic IV (4)Hero Classes - Heroes of Might and Magic IV (5)Hero Classes - Heroes of Might and Magic IV (6)Hero Classes - Heroes of Might and Magic IV (7)Hero Classes - Heroes of Might and Magic IV (8)Hero Classes - Heroes of Might and Magic IV (9)
Hero Classes - Heroes of Might and Magic IV (10)Knight or Death KnightGeneralField MarshalLord Com- manderCrusaderIllusionistReaverPyro- mancerWarden
Hero Classes - Heroes of Might and Magic IV (11)GeneralBarbarian or ArcherRangerWarlordPaladinBattle MageAssassinFireguardBeast- master
Hero Classes - Heroes of Might and Magic IV (12)Field MarshalRangerThiefGuild- masterProphetSeerNinjaFire DivinerBard
Hero Classes - Heroes of Might and Magic IV (13)Lord Com- manderWarlordGuild- masterLordCardinalWizard KingDark LordWitch KingBeast Lord
Hero Classes - Heroes of Might and Magic IV (14)CrusaderPaladinProphetCardinalPriestMonkDark PriestHereticSummoner
Hero Classes - Heroes of Might and Magic IV (15)IllusionistBattle MageSeerWizard KingMonkMageShadow MageWizardEnchanter
Hero Classes - Heroes of Might and Magic IV (16)ReaverAssassinNinjaDark LordDark PriestShadow MageNecro- mancerLichDemo- nologist
Hero Classes - Heroes of Might and Magic IV (17)Pyro- mancerFireguardFire DivinerWitch KingHereticWizardLichSorcererWarlock
Hero Classes - Heroes of Might and Magic IV (18)WardenBeast- masterBardBeast LordSummonerEnchanterDemo- nologistWarlockDruid

Advanced Class Bonuses

Hero Classes - Heroes of Might and Magic IV (19)Hero Classes - Heroes of Might and Magic IV (20)Assassin: +3 to hero's speed and movement
Hero Classes - Heroes of Might and Magic IV (21)Archmage: +20% to all spell effects
Hero Classes - Heroes of Might and Magic IV (22)Hero Classes - Heroes of Might and Magic IV (23)Bard: hero always has maximum luck
Hero Classes - Heroes of Might and Magic IV (24)Hero Classes - Heroes of Might and Magic IV (25)Battle Mage: +20% to effect of Magic Fist and Ice Bolt spells, learns Magic Fist
Hero Classes - Heroes of Might and Magic IV (26)Hero Classes - Heroes of Might and Magic IV (27)Beast Lord: +20% bonus to Summon Wolf and Summon White Tiger spells
Hero Classes - Heroes of Might and Magic IV (28)Hero Classes - Heroes of Might and Magic IV (29)Beastmaster: +20% bonus to Summon Wolf spell
Hero Classes - Heroes of Might and Magic IV (30)Hero Classes - Heroes of Might and Magic IV (31)Cardinal: +5% bonus to Resurrection skill
Hero Classes - Heroes of Might and Magic IV (32)Hero Classes - Heroes of Might and Magic IV (33)Crusader: hero always has maximum morale
Hero Classes - Heroes of Might and Magic IV (34)Hero Classes - Heroes of Might and Magic IV (35)Dark Lord: hero's melee attack gives the target maximum negative morale
Hero Classes - Heroes of Might and Magic IV (36)Hero Classes - Heroes of Might and Magic IV (37)Dark Priest: for every 2 points of melee damage dealt, the Dark Priest heals 1 hit point
Hero Classes - Heroes of Might and Magic IV (38)Hero Classes - Heroes of Might and Magic IV (39)Demonologist: +50% bonus to all Demon Summoning spells
Hero Classes - Heroes of Might and Magic IV (40)Hero Classes - Heroes of Might and Magic IV (41)Enchanter: +20% bonus to all Summoning and Illusion spells
Hero Classes - Heroes of Might and Magic IV (42)Hero Classes - Heroes of Might and Magic IV (43)Field Marshal: +10% to Melee and Ranged Attack of all friendly creatures
Hero Classes - Heroes of Might and Magic IV (44)Hero Classes - Heroes of Might and Magic IV (45)Fire Diviner: +20% bonus to the effects of all fire-based spells
Hero Classes - Heroes of Might and Magic IV (46)Hero Classes - Heroes of Might and Magic IV (47)Fireguard: hero is immune to fire-based spells and takes half damage from fire-based attacks
Hero Classes - Heroes of Might and Magic IV (48)Hero Classes - Heroes of Might and Magic IV (49)General: +1 morale to all friendly creatures
Hero Classes - Heroes of Might and Magic IV (50)Hero Classes - Heroes of Might and Magic IV (51)Guildmaster: hero's melee attack has a chance of stunning (no action or retaliation for one turn)
Hero Classes - Heroes of Might and Magic IV (52)Hero Classes - Heroes of Might and Magic IV (53)Heretic: hero ignores the effects of all Wards
Hero Classes - Heroes of Might and Magic IV (54)Hero Classes - Heroes of Might and Magic IV (55)Illusionist: +20% to the effects of Illusion spells
Hero Classes - Heroes of Might and Magic IV (56)Hero Classes - Heroes of Might and Magic IV (57)Lich: hero's attack has a chance of aging (attack -25%, defence -20%, speed and movement -50%)
Hero Classes - Heroes of Might and Magic IV (58)Hero Classes - Heroes of Might and Magic IV (59)Lord Commander: gives all friendly creatures +2 morale
Hero Classes - Heroes of Might and Magic IV (60)Hero Classes - Heroes of Might and Magic IV (61)Monk: has Chaos Ward (50% resistant to Chaos spells, Melee/Ranged Defenses +50% against Chaos-aligned opponents)
Hero Classes - Heroes of Might and Magic IV (62)Hero Classes - Heroes of Might and Magic IV (63)Ninja: melee attack poisons the target (posion deals damage every turn)
Hero Classes - Heroes of Might and Magic IV (64)Hero Classes - Heroes of Might and Magic IV (65)Paladin: has Death Ward (50% resistant to Death spells, Melee/Ranged Defenses +50% against Death-aligned opponents)
Hero Classes - Heroes of Might and Magic IV (66)Hero Classes - Heroes of Might and Magic IV (67)Prophet: has Spiritual Armour (Melee and Ranged Defence +25%)
Hero Classes - Heroes of Might and Magic IV (68)Hero Classes - Heroes of Might and Magic IV (69)Pyromancer: has Fire Shield (returns 25% damage to melee attackers)
Hero Classes - Heroes of Might and Magic IV (70)Hero Classes - Heroes of Might and Magic IV (71)Ranger: has ranged ability and +5 Ranged Attack
Hero Classes - Heroes of Might and Magic IV (72)Hero Classes - Heroes of Might and Magic IV (73)Reaver: has Bloodlust (does 25% more melee damage)
Hero Classes - Heroes of Might and Magic IV (74)Hero Classes - Heroes of Might and Magic IV (75)Seer: +2 scouting radius
Hero Classes - Heroes of Might and Magic IV (76)Hero Classes - Heroes of Might and Magic IV (77)Shadow Mage: has Blur (Ranged Defence +50%)
Hero Classes - Heroes of Might and Magic IV (78)Hero Classes - Heroes of Might and Magic IV (79)Summoner: summons +20 Experience Points worth of creatures per day
Hero Classes - Heroes of Might and Magic IV (80)Hero Classes - Heroes of Might and Magic IV (81)Warden: gives all friendly creatures +10% to their Melee and Ranged Defence
Hero Classes - Heroes of Might and Magic IV (82)Hero Classes - Heroes of Might and Magic IV (83)Warlock: +10 spell points and regenerating 1 extra spell point per day
Hero Classes - Heroes of Might and Magic IV (84)Hero Classes - Heroes of Might and Magic IV (85)Warlord: +5 to Melee Attack
Hero Classes - Heroes of Might and Magic IV (86)Hero Classes - Heroes of Might and Magic IV (87)Witch King: melee attack casts Fear (opponent cannot retaliate and runs away for a short distance)
Hero Classes - Heroes of Might and Magic IV (88)Hero Classes - Heroes of Might and Magic IV (89)Wizard: decreases the spell point cost for all spells by 2
Hero Classes - Heroes of Might and Magic IV (90)Hero Classes - Heroes of Might and Magic IV (91)Wizard King: melee attack gives the target maximum bad luck

Choices

There are many strategic variables involved in choosing an advanced class, such as whether the hero is a scout, warrior or mage; whether this is a main or supporting hero; what spells are available in your mage guild, etc.

Tactics: gives good bonuses. Go for: Crusader, Field Marshal, Lord Commander, Warden.

Combat: gives poor and average bonuses. Go for: Fireguard, Paladin (against death only).

Scouting: gives average and good bonuses. Go for: Field Marshal, Fire Diviner.

Nobility: bonuses of varying usefulness, over a half of them give the hero a melee attack special. Go for: Cardinal, Dark Lord, Lord Commander.

Life Magic: gives good bonuses. Go for: Cardinal, Crusader, Dark Priest, Monk (against chaos only), Paladin (against death only), Summoner.

Order Magic: bonuses of varying usefulness. Go for: Enchanter, Monk (aganst chaos only), Wizard.

Death Magic: gives good bonuses, over a half of them give the hero a melee attack special. Go for: Dark Lord, Dark Priest, Demonologist.

Chaos Magic: gives good bonuses. Go for: Fire Diviner, Fireguard, Wizard.

Nature Magic: bonuses of varying usefulness, over a half of them have to do with summoning. Go for: Demonologist, Enchanter, Summoner, Warden.

If your hero is a spellcaster by occupation, consider going for Archmage advanced class in the long run. Be aware that upon becoming Archmage, your hero will lose the bonuses of the old advanced class - it's a two-step journey to becoming an Archmage.

Hero Classes - Heroes of Might and Magic IV (2024)
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