Games PC HEROES OF MIGHT AND MAGIC IV User Manual

HEROES™ IV
The 3DO Company 100 Cardinal Way Redwood City, CA 94063
The Heroes of Might and Magic® IV computer game is a fictional work. Any similarity of resemblance of any in-game characters to any real persons, living or deceased, is purely coincidental.
© 2002 The 3DO Company. All Rights Reserved. 3DO, King's Bounty, Heroes, Heroes of Might and Magic, Might and Magic, New World Computing, and their respective logos, are trademarks or registered trademarks of The 3DO Company in the U.S. and other countries. All other trademarks belong to their respective owners. New World Computing is a division of The 3DO Company.
The software and related manual for this 3DO product are copyrighted. No portion of this product may be photocopied, scanned, translated, reproduced, copied or reduced to any tangible or electronic medium or machine-readable form, or p u b l i c l y p e r formed or displayed, without the prior written consent of The 3DO Company. The owner of this product is entitled to use the software and related manual for his or her own use, but is not entitled to reproduce and distribute any copies of the software or manual to any other individual or entity; nor to rent or lease this product or any copy thereof to any third party.
Uses Smacker Video Technology by RAD Game Tools, Inc. © 1994 - 2002 Uses Miles Sound System by RAD Game Tools, Inc. © 1991 - 2002 Windows 95, Windows 98, XP, DirectPlay, and DirectX are trademarks of the
Microsoft Corporation.
3 ✧ Table of Contents
Table of Contents 4
Table of Contents
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
THE DREAM. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
HOW TO USE THIS MANUAL. . . . . . . . . . . . . 12
TUTORIAL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
The Adventure Screen. . . . . . . . . . . . . . . . . . . . . . . . 13
Movement on the Adventure Map . . . . . . . . . . . . . . . 14
Splitting Your Army. . . . . . . . . . . . . . . . . . . . . . . . . . 14
The Town Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Building Town Structures . . . . . . . . . . . . . . . . . . 15
The Fort Screen . . . . . . . . . . . . . . . . . . . . . . . . . 15
Garrisoning Troops. . . . . . . . . . . . . . . . . . . . . . . 16
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Enemy Troops . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Fighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Adventure Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
New Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Scenario Information . . . . . . . . . . . . . . . . . . . . . 21
Advanced Options. . . . . . . . . . . . . . . . . . . . . . . . 22
Campaigns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Tutorial. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Load Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Game Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
5 ✧ Table of Contents
Table of Contents 6
ADVENTURE SCREEN . . . . . . . . . . . . . . . . . . . . . 25
Screen Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Adventure Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Mini-Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Adventure Buttons. . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Game Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
System Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
View Underground/Surface . . . . . . . . . . . . . . . . 28
Cast Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Move Army . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Marketplace . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Kingdom Overview. . . . . . . . . . . . . . . . . . . . . . . 28
Army/Town Selectors . . . . . . . . . . . . . . . . . . . . . . . . 28
Troop Display. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Date Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
End Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Moving Your Army . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Adventure Cursors. . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Movement Allowances. . . . . . . . . . . . . . . . . . . . . . . . 31
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Pathfinding Skill . . . . . . . . . . . . . . . . . . . . . . . . . 31
Ship Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Turns. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Neutral Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Days and Months . . . . . . . . . . . . . . . . . . . . . . . . 32
The Shroud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Adventure Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Underground Level . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Spying on Other Armies . . . . . . . . . . . . . . . . . . . . . . 34
Stealth Skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
TOWN SCREEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Town Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Screen Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Town List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Visiting/Garrisoned Armies. . . . . . . . . . . . . . . . . . . . 38
Resource Bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Town Menu Button . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Recruit Creature Buttons . . . . . . . . . . . . . . . . . . . . . . 38
Troop Statistics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Resource Generation . . . . . . . . . . . . . . . . . . . . . . . . . 38
Nobility Skill. . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Building Structures . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Hiring Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Advanced Hero Classes. . . . . . . . . . . . . . . . . . . . 40
Advanced Classes . . . . . . . . . . . . . . . . . . . . . . . . 41
Town Alliances. . . . . . . . . . . . . . . . . . . . . . . . . . 43
Recruiting Creatures . . . . . . . . . . . . . . . . . . . . . . . . . 43
Caravans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Creating a Caravan. . . . . . . . . . . . . . . . . . . . . . . 44
Learning Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Magic Guilds. . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Magic Libraries. . . . . . . . . . . . . . . . . . . . . . . . . . 45
Purchasing Equipment. . . . . . . . . . . . . . . . . . . . . . . . 46
Prison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Building Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Special Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Portal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Grail Structures. . . . . . . . . . . . . . . . . . . . . . . . . . 47
Resurrecting Heroes. . . . . . . . . . . . . . . . . . . . . . . . . . 47
Allies Visiting Towns . . . . . . . . . . . . . . . . . . . . . . . . . 47
7 ✧ Table of Contents
Table of Contents 8
ARMY SCREEN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Troop Statistics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Hero Information. . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Creature Information. . . . . . . . . . . . . . . . . . . . . . . . . 51
Splitting Troops. . . . . . . . . . . . . . . . . . . . . . . . . . 51
Combining Troops . . . . . . . . . . . . . . . . . . . . . . . 52
Trading Between Armies . . . . . . . . . . . . . . . . . . . . . . 52
Combat Formations . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Loose Formation. . . . . . . . . . . . . . . . . . . . . . . . . 52
Tight Formation . . . . . . . . . . . . . . . . . . . . . . . . . 53
Square Formation. . . . . . . . . . . . . . . . . . . . . . . . 53
Army Selector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
COMBAT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Combat Screen Buttons . . . . . . . . . . . . . . . . . . . . . . . 55
Charm and Diplomacy. . . . . . . . . . . . . . . . . . . . . . . . 55
Combat Rounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Combat Cursors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Attacking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Line of Sight. . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Damage Calculation . . . . . . . . . . . . . . . . . . . . . . 57
Combat Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
The Spoils of War. . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Resurrection and Necromancy. . . . . . . . . . . . . . . . . . 58
Siege Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Sea Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
OTHER SCREENS . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Spell Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Spell Book Index. . . . . . . . . . . . . . . . . . . . . . . . . 61
Spell Book Detail Pages. . . . . . . . . . . . . . . . . . . . 62
Kingdom Overview Screen. . . . . . . . . . . . . . . . . . . . . 62
Town List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Hero List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Army List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Marketplace. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Puzzle Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Trade Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Quest Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
View World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Caravan List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
WORLD REFERENCE . . . . . . . . . . . . . . . . . . . . . . 66
Spell List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Chaos Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Death Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Life Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Nature Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Order Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Summon Demon Spells . . . . . . . . . . . . . . . . . . . 86
Skill List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Scouting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Nobility. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Life Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Order Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Death Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Chaos Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Nature Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Skill Progression Flowcharts. . . . . . . . . . . . . . . . . . . 114
Experience Per Level . . . . . . . . . . . . . . . . . . . . 114
Advanced Class Abilities. . . . . . . . . . . . . . . . . . . . . . 116
9 ✧ Table of Contents
Introduction 10
KEYBOARD SHORTCUTS. . . . . . . . . . . . . . . . . 121
General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Adventure Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Combat Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Town Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Army Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Spell Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
CUSTOMER SUPPORT . . . . . . . . . . . . . . . . . . . . 124
Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Hints and Tips. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
NOTES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
THE 3DO COMPANY LIMITED
90-DAY WARRANTY. . . . . . . . . . . . . . . . . . . . . . . 128
Introduction
Dear Heroes of Might and Magic® fans, For you newc o m e rs to the H e roes of Might and Magic s e r i e s, y o u
a re in for a unique and entertaining gaming ex p e r i e n c e. In many ways, I wish I were you. As for those who have supported us since the beginning of the Heroes™ series (and maybe even as far back a s K i n g ’s Bounty®), we certainly appreciate you for not only sticking with us, but also for sending us your excellent suggestions on how we can improve the game. More than ever before, we have heard your cries while making Heroes of Might and Magic IV.
In response to your suggestions, we removed heroes from the rear line where they just threw the occasional spell, and placed them right in the thick of battle. Now, heroes stand shoulder-to-shoulder with their tro o p s, and, yes, they can die right along with the cre a t u re s they command.
But we didn’t stop there. We also redesigned the skill system to give you the opportunity to play heroes with a to tal of 48 possible classes! Then there’s a powerful new magic system, new creatures with i n t e resting and unique abilities, and vastly impro ved gra p h i c s. I could go on and on, but then this manual would have no room for anything else!
Those of you who played the previous versions, however, don’t fret. We kept everything that made Heroes I, II, and III great games. In many ways, Heroes IV is the game I wanted to make way back when we started King’s Bounty, so this has been a long time coming. Rest assured with the knowledge that we put together a game that looks and plays better than ever before, thanks to your suggestions and support.
Have fun!
Sincerely,
Jon Van Caneghem
Creator and Designer Heroes of Might and Magic I-IV Might and Magic® I-IX King’s Bounty
11 ✧ The Dream
How to Use This Manual 12
The Dream
I had a dream last night for the first time in over eight hundred years, and I am afraid my dream might be true…
In a dark to we r, floating in the nothingness at the end of time, Fa t e l i ve s. She is an enigma. She has the eyes of an elder who has seen to o much, the voluptuous body of a woman grown, and the innocent smile of a happy child. She is alone. No man, elf, demon or god surv i ved whatever calamity brought about the end of eve r y t h i n g .
Fate gets up from the dinner table where there is only a single chair, and ascends a small staircase that will take her to the top of the tower. Her feet are bare against the cold stone, and I shiver, for unforgiving rock is all that her flesh has ever known.
She is stunningly beautiful, I decide, although I cannot determine what she is wearing because her image shimmers before me.
Finally, she reaches her destination – a simple room with a huge, glass loom and a stool. She stares at the loom solemnly. She hesitates. But Fate knows she cannot wait forever and sits at the chair.
Methodically, she chooses a ball of black yarn from a bag at her feet and she frowns. She threads it into the loom, and then selects another ball. This one is purple, and her frown deepens. A tear forms in one eye as she threads it into the loom as well.
Then her hands work furiously, pulling and twisting and spinning, as she begins weaving a tapestry. I desperately want to see the images formed by her craft, but my vision blurs every time I try. So I look at her face instead, and notice her single tear has become many.
Fate doesn’t want to weave this pattern, but she continues anyway. It is her destiny – her purpose…
And that is how it ends. I am not a genie prone to premonitions, but I find it difficult to
believe this was only a dream. Please, pray that I am wrong!
– Solymr ibn Wali Barad
How to Use This Manual
The descriptions in this manual divide Heroes of Might and Magic IV i n to the various screens you will be interacting with during gameplay. These sections include:
The Main Menu Screen
Start new games, load saved games, and set game options.
The Adventure Screen
Explore the Adventure Map, select armies and towns, visit towns, visit adventure objects, cast spells, open other useful screens, and save games.
The Town Screen
Purchase structures, artifacts, creatures and heroes.
The Army Screen
View details about heroes and creatures, trade artifacts and troops between two armies, and select different armies on the field.
The Combat Screen
Battle enemy armies, cast spells, and siege towns. Also, note that Heroes of Might and Magic IV was designed to be
easy to use, so just about every detail of the game is available if you right-click on any object or button.
MANUAL CONVENTIONS
This manual assumes that the player is using a standard keyboard and two-button mouse, and has an understanding of their use. If you do not understand any of the following terms, you might want to take a few moments to review them in your Microsoft Windows® tutorial materials.
Click Right-click Double-click Drag Cursor
13 ✧ Tutorial
Tutorial 14
To the right of the Mini-Map are icons that give you access to the Game Menu, System Menu, and other features that assist with gameplay.
Below the Mini-Map are portraits re p resenting your armies. Click on a portrait to select an army, or double-click to open the Army screen.
Below the portraits of your armies are slots re p resenting the curre n t l y selected army.
TUTORIAL
Greetings, brave adventurer, and welcome to the Heroes of Might and Magic IV Tutorial.
Consider this a training session. We're going to show you some of the ins and outs of adventuring through a mysterious and magical world. The best way to use this tutorial is to read through these p a g e s, and then load the H e roes IVTu torial map so you can actuallyexplore a map and interact with various structures. You load the Tu torial by clicking on New Game on the Main Menu screen. A pop-up menu will appear. Select the Tu torial option to load the map.
Now, carry on!
THE ADVENTURE SCREEN
L e t ’s begin with a short description of the Ad ve n t u re Scre e n elements. First, the largest portion of this screen is devoted to the Adventure Map, or the area where you will explore, attack enemy armies, and visit structures. At the start of a game, most of this area will be blackened by the ‘Shroud’, which means you haven’t explored that region yet.
In the upper-right of the screen is the Mini-Map. This is a representation of the entire Adventure Map and helps you locate an area instantly. When you click on the Mini-Map, the Adventure Map will immediately center on that location.
MOVEMENT ON THE ADVENTURE MAP
To move on the Adventure Map, simply click on the spot you want to travel to and an "X" will appear. Click on that spot again and you will move to that location. You will notice a dotted line shows you the path your army will take. Normally, this path is green to indicate that the route you have chosen is safe. However, if the path turns yellow, that means the route you have chosen passes within the guard radius of an enemy army and you could be attacked. Finally, if the path changes to red, it means your army doesn’t have enough movement points to get to its destination, and you won’t be able to move again until the next turn.
As you move your cursor over the Adventure Map, you will notice that the horse cursor 'rears up' when you run it over an object like a town or creature dwelling. This means you can either visit or enter that object. To enter an object, move the cursor over the object until the 'rearing horse' appears, then double-click it.
Finally, if a pair of ‘crossed swords’ appear, that means you can't move to that spot until you defeat whatever creature or army stands in your path. The ‘crossed swords’ are known as the Attack Cursor. When the Attack Cursor appears over an enemy town, you cannot enter the town until you defeat its garrisoned army.
SPLITTING YOUR ARMY
No w, let's show you a new feature of H e roes IV. Begin by d o u b l e - c l i c k i n g on the portrait of your hero, Theodorus, on the right side of the screen. This will open the Army screen.
Take this opportunity to study the Army screen. Your skill list is to the left, and any artifacts you might have (like your Mage's Staff) can be found on the 'paper doll' in the center. You can read your hero's biography by clicking on the portrait of the hero in the upper-left. Or you can study his spell book by clicking the Spell Book Button to the lower-right of the paper doll.
At the bottom of the screen are two rows of troop slots. Your army is in the top row. The slots in the second row are free. Now, click a n d
15 ✧ Tutorial
Tutorial 16
g rab the portrait of the Gold Golems from the top row of portra i t s and drag it to the bottom row. You have created two armies!
In H e roes™ IV, you do not need a hero to have an army. When you close this screen, you will find that you have two armies – one consisting of your heroes and the remnants of your troops, and the other a group of Gold Golems. Move the Golems around the map. They can flag mines, attack, and pick up resources and artifacts just like any army. However, certain adventure objects like the Learning Stone or the School of War only work if you have a hero in your army, so make sure you explore the rest of the map with your main army.
THE TOWN SCREEN
Towns are the center of your economy as well as a place where you can hire troops and other heroes. Just like no man is an island, no a d ve n t u rer is a one-man army – at least, not at 1st level. So, right-click on a town and click on the View Town button (or simply visit it) to open the Town screen.
Building Town Structures
At the top of the screen is the Town Hall. Click on it to open the Town Hall screen. This is where you build all your town structures. There are many structures available, everything from the Mage Guild, to the Treasury, to creature dwellings. You are allowed to build both 1st level creature dwellings, but unlike in H e roes III, you must choose one of two 2nd, 3rd, and 4th level dwellings. You can build any structure marked with a green background. Red backgrounds mean you cannot build the structure at this time because you either don’t have enough resources or haven’t met the requirements for that structure. Gray backgrounds indicate structures that cannot be built in that town, and gold backgrounds mean that the structure has already been built. To build a structure, click on your choice and then click the ‘Buy’ button on the lower-right. You will only be allowed to build one structure per day, and only if you have met its requirements.
The Fort Screen
Next, click on the Fort at the upper-right of the Town screen. This screen allows you to purchase whatever troops you have available in that town. For instance, in the tutorial map you should have dwarves, halflings and either the Gold Golems or Magi (depending on which creature dwelling you decided to build at the City Hall). You could purchase each separately by clicking on that creature, or you could purchase all of them by clicking the ‘Buy All’ button at the lower-right. You close this screen just as you close most screens, by clicking the ‘check mark’ to the lower-right.
Garrisoning Troops
Notice that there are two ro ws of slots for your heroes and cre a t u re s. The top row is your Town Garrison, or creatures and heroes who are assigned to protect this particular town against attack. The bottom row is a Visiting Army. To move troops from the visiting army to the town garrison, and vice versa, drag them from one slot to another. To move the entire row, click on one of the arrow icons to the left of the ro ws. Clicking the top one will move all the garrisoned troops into the visiting army, and clicking the bottom one will move all the visiting troops into the garrison.
COMBAT
There will be many opportunities for you to enter into combat with enemy armies, so below are some tips about the Combat screen.
Enemy Troops
If you follow the dirt road to the southwest, you will see an Orc waiting for you. You cannot continue on that path until you fight him. If you hold your cursor over the Orc, you will notice that it changes to the Attack Cursor (crossed swords). This means you can't move past that point without defeating that army. Go ahead, you can't lose this battle.
Fighting
Oops! This isn't just a band of Orcs, but Bandits, too. Note that wandering armies can have as many as seven different types of troops or heroes, but the image that will appear on the Adventure screen will indicate the strongest hero or creature type only. If you right-click on an army, it will reveal the types of troops in that army and give you some hint as to how many are present.
You still have an overwhelming advantage over this army, so attack. You move around the Combat screen in a similar fashion as the Adventure screen. If a tiny number appears next to your curs o r, it indicates how many turns it will ta ke to move to that spot. If the cursor changes to the Melee Attack Cursor (a sword) or the Ranged Attack Cursor (an arrow), it indicates what kind of attack you are capable of against that creature. Also, pay attention to the buttons on the right. They are self explanatory, but you should take note of the Spell Book at the top. This is how you cast spells in combat. Experiment with casting spells with the Theodorus hero as you fight the battle, and when you win you will return to the Adventure screen. For more information about combat, see the Combat section.
17 ✧ Tutorial
Tutorial 18
ADVENTURE OBJECTS
Adventure objects are the numerous structures, resources, and mines you interact with on the Ad ve n t u re Map. Below is a sampling of these objects.
Level 1 Order Shrine
Ahead is a Level 1 Order Shrine. Shrines provide you with a single spell as long as you have the corresponding magic skill. For insta n c e, this Shrine will teach you one Level 1 Order Magic spell, so to be able to learn this spell, you must have Basic Order Magic.
Sawmill
Like all mine structures, Sawmills will provide you with a daily allowance of resources, namely wood, as long as it is flagged with your color. Other mines and the resources they provide are: Gold Mine (gold), Ore Pit (ore), Alchemist's Lab (mercury), Crystal Mine (crystals), Gem Mine (gems), and Sulfur Mine (sulfur). Managing and collecting these seven resources are vital to winning the game. Each time you come across one of these mine structures, you should try to take control of it.
Treasure Chest
Loose treasures and resources can be found scattered across the map. The Treasure Chest provides you with gold, or you could turn that gold into experience - your choice.
Gold
Unlike the Treasure Chest, a loose pile of gold just provides you with some of that resource. You should always pick these up, and any other resources you come across. Every little bit counts!
Learning Stone
Structures like the Learning Stone give your heroes a one-time boost to their experience. The more experience you get, the more levels you gain and the more powerful you become. Therefore, you should always visit these structures.
Mage Tower
Creature dwellings like the Mage Tower are structures that will allow you to hire a specific type of creature. Visit the Mage Tower to p u rchase Mages. Howe ve r, be careful because higher-level cre a t u re dwellings are protected by guards, so be prepared for a fight.
Windmill
Always visit structures like the Windmill. Follow the river and you will find a similar structure called the Water Wheel. These buildings provide a quantity of resources or gold every week as long as they are flagged with your color, so they are important structures to protect from your enemy.
School of Magic
S t r u c t u res like the School of Magic give you the opportunity to p u rchase skills for your heroes. As long as you have the space for the new skill, you should visit the School of Magic to find out what skills are available. Other similar skill-enhancing buildings include the Magic University, Library, School of War, War University, Veteran's Guild, Witch's Hut, and Beastmaster's Hut.
Medicine Wagon
The Medicine Wagon disappears after you visit it, just like loose re s o u rces and Tre a s u re Chests. These one-time objects (also including the Campfire and Backpack) give you minor artifacts and/or re s o u rc e s.
Sacred Fountain
The Sacred Fountain raises the Spell Points of the heroes in your army. Many objects raise a hero's statistics in some way, so you should always try to visit them.
Cape of Protection
The Cape of Protection is an artifact. Artifacts can be used by your heroes to boost their power and abilities. Sometimes, they are needed to solve specific quests. Collect them when you can, although often you will have to fight some guardian (like these skeletons) first.
Sanctuary
The Sanctuary is a unique structure. As long as an army stays inside it, the enemy cannot attack that army. In addition, the monks who dwell here can resurrect dead heroes.
Blacksmith
The Blacksmith allows you to purchase minor artifacts such as potions, long swords, and shields.
Clover Field
Visit objects like this Clover Field or the Blessing Stone to gain a temporary boost to your army's luck.
Temple of Order
Praying at a Temple will raise the morale of any creatures and heroes of the same alignment. For example, the Temple of Order will give its benefit to any Order troops or heroes in your army.
Fountain of Strength
The Fountain of Strength will give a temporary boost to the combat damage of any hero until after his or her next battle.
19 ✧ Tutorial
Wet Log Inn
At the Wet Log Inn (and other objects that boost your movement rate), you can increase your army's movement over certain terrain types - in this case, swamp. This is important because some terra i n s will slow your movement considerably.
Portal
There are two types of Portals. The two-way Portal will take you immediately to a similarly colored Po r tal and back again. Sometimes, you will come across a one-way Portal (it looks like a dragon's head), so use caution when passing through them. You will not be able to return the way you came.
Hideout
The Hideout is what is known as a creature bank. There are many types of creature banks in the game, and all of them will give you treasure if you can defeat the creatures who guard it. In this case, some Bandits are held up within this secret Hideout, protecting the loot they have stolen from unwary travelers. Do your civil duty and rid the land of this scum!
Now, you are ready to play the H e roes of Might and Magic IV Tutorial. Remember, the more you explore the map, the more you will learn about the game. Enjoy!
Main Menu 20
MAIN MENU
NEW GAME
Choose to play a new Single Scenario or Campaign map, or play the Tu to r i a l .
SCENARIOS
Use the Scenario Selection screen to pick the scenario you want to play, and then click on the ‘Next’ button to go to the Scenario Information screen. To return to the Main Menu without selecting a scenario, click the ‘Cancel’ button.
Details
The ‘Details’ button allows you to reveal certain information about each of the maps. These details include:
Map Size
Small, medium, large and extra large.
Map Difficulty
Select the level of difficulty re q u i red to win this map.
Total Number of Players
Indicates the total number of players in this map.
Number of Human Players
Indicates the total number of human players that can play this map.
21 ✧ Main Menu
Main Menu 22
Number of Allies
Indicates the number of teams competing in this scenario.
Number of Maps
Indicates the total number of maps comprising the scenario.
SCENARIO INFORMATION
The next screen brings up other details about the map that you can change. The first, and perhaps most important, options are:
Guarding Monsters
This allows you to change the behavior of guarding monsters between the stationary state and mobile state. Guarding monsters can patrol their area and move to attack anyone who comes close to them. However, H e roes of Might and Magic III players who are used to creatures not moving can use this option to make them stationary.
Difficulty
This allows you to change the difficulty of the map. Each level of difficulty affects gameplay in different wa y s. See below.
Novice
At this easiest setting, neutral armies are smaller, you get more experience from battle, you start with more gold, computer players start with nothing, computer players have fewer options in combat, and computer players don't build as often as they can.
Intermediate
At this normal setting, neutral armies are normal, you get the normal experience from battle, you start with more gold than the computer player, computer players have more optionsin combat, and computer players don't build as often as they can.
ADVANCED OPTIONS
Color
Change your color by clicking on the arrows.
Alignment
Select which alignment you want to play from one of s e ven options – Life, Death, Ord e r, Chaos, Na t u re, Might or Ra n d o m .
Name
Change your name by clicking on this space and typing the name of your choice. Computer players will simply read ‘Computer’.
Human
This reveals which players are controlled by humans, and which players the computer controls. To change a computer player to a human, simply click on the box. Setting two or more players to “human” allows you to play a Hotseat game. (A Hotseat game is a game in which one player takes his or her turn, gets up from the computer, and another player sits down at the computer to take his or her turn, and so on.)
Team
This option reveals which team the player is on.
Campaigns
A campaign is a series of scenarios tied together by a single storyline, and often by a single character as well. When you click on New Game, click the ‘Campaign’ option on the pull-down menu that appears. This brings up the Campaign Selection screen where you can begin one of the six campaigns available in H e roes of Might and Magic IV. Click on the picture representing the campaign you want to play and the Campaign Information screen will appear.
Advanced
At this harder setting, neutral armies are larger than normal, you start with the same amount of gold as the computer players, and computer players have no handicaps in combat.
Expert
At this difficult setting, neutral armies are much larger than normal, and you start with less gold than the computer players.
Champion
At this hardest setting, neutral armies are quite large, you start with no gold, and the computer starts with extra gold.
Campaign Information Screen
This screen provides you with information about the campaign you have selected as well as the map you are about to play. In this screen, you can set the player difficulty as well as view important information like the victory and loss conditions of the current map. Click the ‘Begin’ button to start the campaign.
Tutorial
If you’re a newcomer to the H e roes series or you just need to reacquaint yourself with the ins and outs of heroism, the Tutorial will step you through exploring a map and interacting with various structures. Select the Tutorial option to load the map.
23 ✧ Main Menu
Main Menu 24
LOAD GAME
Load a previously saved single Scenario or Campaign game. Simply click on the name of the game you want to load, and then click the ‘Load’ button. To return to the Main Menu without loading a game, click on the ‘Cancel’ button.
Autosave
Note that H e roes of Might and Magic IV has an Autosave feature that automatically saves your game each turn (as well as the previous turn), so if you realize you have done something that you didn’t want to do, you will be able to load the Autosave and play your turn again.
GAME OPTIONS
Settings
This option allows you to select the resolution in which you want to play. You have three screen sizes to choose from: 8 0 0 x 6 0 0, 1024x768, and 1280x1024. Higher resolutions have more room to reveal more of the Adventure Map, more buttons, and more details about your kingdom; howe ve r, animations may be affected on slowe r computer systems. Just click on the resolution you want to play in.
You can also toggle on and off the Full Screen mode that allows you to play the game in a full screen, or in ‘window’ mode that allows you to still see and use your desktop while the game is running.
Quick Combat
This toggles the Quick Combat option on and off. In Quick Combat, the computer resolves all battles instantly, without going to the Combat screen, and simply reveals the outcome.
Show Coordinates
Toggle the pop-up window on and off which re veals the map c o o rdinates of any spot indicated by the mouse curs o r. Thre e n u mbers are given, including an ‘x’ and ‘y’ similar to a latitude and longitude. These allow you to find any location on the map, and a ‘z’ indicates which level it is located on – (1) for the surface level and (2) for the underground level.
Movement Reminder
This toggles the Movement Reminder window on and off. At the end of every turn, if you have not used up all the movement of all your armies, a window will appear to remind you that you have more armies to move. For those who don’t want to utilize this pop-up reminder, this option allows you to turn it off.
Show Movement Path
This toggles on and off the dotted line that indicates your chosen Movement Path across the Adventure Map.
Animate Map
This toggles on and off the animations on the Adventure Map.
Show Enemy Movement
This toggles on and off your ability to see the computer players’ moves during their turns.
Music Volume
Adjust the volume of the background music. Scroll the bar to the right to make the music louder, or all the way to the left to turn it off.
Effects Volume
Adjust all sound effects volumes in the game, from combat noise to the clopping of your horse’s hooves. Scroll the bar to the right to make the sounds louder, or all the way to the left to turn them off.
Combat Speed
Adjust the animation speed on the Combat screen. Scroll the bar to the right for faster animations, or to the left for slower animations.
Army Speed
Adjust the animation speed of your armies on the Adventure Map. S c roll the bar to the right to move fa s t e r, or to the left to move slowe r.
Enemy Speed
Adjust the animation speed of enemy armies on the Adventure Map. Scroll the bar to the right to move faster, or to the left to move slower.
High Scores
View a list of the best score s, including the best Campaign and Scenario scores.
Replay Cinematic
Replay the opening cinematic.
Credits
This option allows you to view the names of the hardworking people behind the creation of H e roes of Might and Magic IV.
Quit
This option closes H e roes of Might and Magic IV and returns you to the desktop.
25 ✧ Adventure Screen
A DVENTURE SCREEN
SCREEN LAYO U T
E very action in H e roes of Might and Magic IVbegins on the Ad ve n t u re s c reen. From here, you ex p l o re the Ad ve n t u re Map, engage in battles with enemy armies, visit structures and to w n s, cast spells, view d e tails about your armies, and even save and quit the game.
Since H e roes IV supports three screen resolutions, you will notice some subtle differences between different resolutions. The following are all three Adventure screen resolutions: 800x600, 1024x768, and 1280x1024 (which include all available buttons and details).
Adventure Screen 26
1024x768
1280x1024
800x600
ADVENTURE MAP
The majority of the Adventure screen is devoted to the Adventure Map. At the beginning of a game, most of the map will be darkened or unexplored. As your armies explore the map, they will remove portions of this ‘Shro u d ’. You will encounter enemy armies, discove r artifacts and other treasures, and visit various structures and towns. To scroll the Adventure Map, move your cursor to the edge of the screen and the map will scroll in that direction.
MINI-MAP
The Mini-Map is a smaller, less-detailed version of the Adventure Map. It is useful in locating a certain town or figuring out where you a re at a glance. In addition, when you click on a location on the M i n i -Map, the Ad ve n t u re Map immediately centers on that location.
27 ✧ Adventure Screen
Adventure Screen 28
ADVENTURE BUTTONS
Along the right side of the Adventure screen are the Adventure B u t tons that give you access to numerous game functions. They are :
Game Menu
Scenario Information: The Scenario Information screen provides
you with some vital information about the scenario you are playing, including a brief description, victory conditions, loss conditions, map difficulty and player difficulty.
Kingdom Ove r v i e w : The Kingdom Overview screen is a
g e n e ra l - p u r p o s e quick reference screen that gives you information about specific towns, heroes, and armies. It also reveals how much gold and resources your kingdom earns daily as well as your total resources.
Quest Log: If you have visited a Quest Hut or Quest Gate, select
this option to view the list of criteria you need in order to complete each quest.
Marketplace: The Marketplace screen allows you to trade one
re s o u rc e for another. If you have an overabundance of wood and a desperate need for gold, you could sell that extra wood here at the Marketplace.
Thieves Guild: At the Thieves Guild, you can learn the re l a t i ve
p o wer of your enemies. The Thieves Guild will give every player a rating for the number of towns they own, the strength of their armies, and the income of their kingdom. Use the Thieves Guild to see how you’re doing compared to your opponents.
Trade: The Trade screen allows a player to give re s o u rces to another
allied player.
View World: This option brings up a larger version of the
Adventure Map so you can study the map in more detail.
View Puzzle: This option reveals the location of a buried treasure
once you have visited all of the oracles on a given map.
Dig Treasure: When you put together all the pieces of an Oracle’s
puzzle, you will be shown the exact location of a hidden treasure. Use this button to dig a hole directly beneath your army’s present location to find your hard-earned buried treasure!
View Caravans: This displays a list of all the Caravans currently
en route from one town to another.
Replay Turn: This option allows you to see a replay of your
opponent’s last turn.
RESOURCES
Resources are vital to the growth of your kingdom. Without them, you cannot build town structures, recruit troops, or hire new heroes. Your current totals for each collected resources are listed in the Resources section of the Adventure screen. These resources are: gold, wood, ore, gems, crystal, sulfur, and mercury.
System Menu
The System Menu brings up basic functions of the game such as New Scenario, New Campaign, Load Game, Save Game and Restart Game. It also allows you to return to the Main Menu itself, or open the Game Settings screen.
View Underground/Surface
On maps with two levels, this button switches the Adventure Map between the surface and underground levels.
Cast Spell
If you want to cast adventure spells like Summon Ship or M i re, this button accesses your spell book.
Move Army
This button will command an army to move as long as you have already designated that army’s path. Not available in 800x600 resolution.
Marketplace
This displays the Marketplace screen. Not available in 800x600 resolution.
Kingdom Overview
This opens the Kingdom Overview screen where you will be able to review many details about your kingdom, armies and towns. Not available in 800x600 resolution.
ARMY/TOWN SELECTORS
On the right, below the Mini-Map, is the Army/Town Selector section of the Adventure screen. Each list reveals a picture of each active army or town in your kingdom. When you click on this portrait, the Adventure Map will center on that army or town, allowing you to find them quickly.
29 ✧ Adventure Screen
Adventure Screen 30
Army Portraits: The Army Portrait displays the most powerful
hero or creature in your army. The indicator to the left of the p o r t rait shows the number of remaining movement points your army has for that turn, and the right indicator reveals the relative strength of your army.
Town Portraits: The Town Po r t rait features a horizo n tal bar
g raph with three informational bars. The g reen bar ( top) shows how far ove rall this town has been built. The blue bar ( m i d d l e ) s h o ws the level of the mage guild in that town. If you built a s t r u c t u re at the town during that turn, a “check” will appear in its p o r t rait to indicate that you can’t build there again. The red bar ( b o t tom) shows the level of the cre a t u re genera to rs in that to w n . Finally, there is a smaller ve rsion of the Mini-Map on the ex t re m e right of each portrait that re veals the approximate location of that town on the Ad ve n t u re Map.
Army/Garrison Display: The troop slots beneath the
A r m y / Town Selecto rs show each member of the currently selected army or town garrison. The portrait of a hero features two bars underneath: the red bar indicates the hero ’s remaining Hit Po i n t s, and the blue bar indicates the hero ’s remaining Spell Po i n t s. The p o r t rait of a cre a t u re has a number beneath it indicating the to ta l number of cre a t u res comprising that troop. The Army/Garrison display is not viewable in 800x600 mode.
Troop Display
Beneath the Army/Garrison Display is the Troop Display, revealing the eight strongest skills of a hero, or special abilities of a creature. The Troop Display is only viewable in the 1200x1024 mode.
Date Display
This reveals the current Day, Week, and Month for this scenario.
End Turn
The ‘hourglass’ to the right of the Date Display is the ‘End Turn’ button. When you have completed all actions for a turn (including movement, combat, and the purchase of structure), click this button to end your turn.
MOVING YOUR ARMY
You move your armies around the Adventure Map by clicking on your destination to bring up a path to 1) see if you have enough movement points left to reach that location, and 2) to see if there are any armies standing in your path keeping you from reaching your destination. If all is clear, click on you destination again and your army will move to that spot.
ADVENTURE CURSORS
Scroll Map If you move your cursor to the
edge of the map, this cursor appears and the Adventure Map scrolls in that direction.
Move To This cursor gives you the ability to
select each army’s next destination. If a number appears before the cursor, it indicates the number of turns it will ta ke the current army to reach the destination you select.
Interact This cursor appears whenever the
cursor rolls over an object (including towns and all adventure objects) that you can visit.
Invalid Spot This cursor appears if the location
you are selecting is blocked by an obstacle.
Wait This cursor appears when it is no
longer your turn and you must wa i t until the other players are finished.
Attack If your path is blocked by an
enemy army, this cursor appears to indicate that you must first defeat this army before you can reach that location.
Trade between Armies This cursor appears when you
hold one army’s move cursor over another friendly army, allowing you to join together to trade troops and artifacts.
Split This cursor appears when you try
to divide one troop type into two separate troops.
Move Ship Like the normal move cursor, this
cursor is used to move ships from one location to another.
Visit with Ship This cursor appears whenever the
cursor rolls over an object on the sea that you can visit with your ship.
Land Ship This cursor will appear when you
direct an army to disembark from a ship onto land. Note that the army will lose all its movement for the present turn when it disembarks a ship.
31 ✧ Adventure Screen
Adventure Screen 32
MOVEMENT ALLOWANCES
The slowest troop in an army determines the movement of that army. Once the basic movement for an army has been calculated, other factors can change the movement allowance of an army. Te r rain, ro a d s, the pathfinding skill, a tro o p ’s native terrain, artifa c t s, and structures can all affect an army's movement.
Terrain
Some terrain types are more difficult to cross over than others are, so when an army passes over a non-native terrain type, it moves at a slower pace. Troops native to a certain terrain type don’t get as much of a movement penalty on their native terrain because they have lived on that terrain all their lives. Below is a chart indicating the penalties an army will gain for passing over a certain terrain t y p e and a list of what alignments are native to what type of terra i n s.
Terrain Movement Cost Native Alignment
Grass 100% Life & Nature Dirt 100% ---------------­Snow 175% Order Sand 150% ---------------­Swamp 200% Chaos Rough 125% Might Volcanic 125% Death
Pathfinding Skill
Heroes with the Pathfinding skill can improve the movement rate of an army over any terrain on the Adventure Map, and the hero’s movement on the Combat Map increases as well. See the definition of the Pathfinding skill in the World Reference section at the end of this manual for more details.
Ship Travel
With the exception of the water elemental, mermaid and sea monster, no army can travel across the sea without the assistance of a ship. Armies who board a ship are represented by a ship icon with the player’s flag color. You can move ships around the Adventure Map in the same way that you move normal armies, and you can eve n visit adve n t u re objects and attack enemy armies.
Seamanship Skill
The presence of a hero with the Seamanship skill not only incre a s e s an army’s movement across the sea, but also increases an army’s ability to fight aboard ship just as if he or she had an equivalent level of Tactics skill.
Where to Find a Ship
Towns built near the water may have the ability to build a Shipyard . Like the Shipyard adventure object, you will be able to build as m a n y ships as you want as long as you have the re s o u rc e s. You might also wander across a ship abandoned by another player, or you could use the Summon Ship spell to create a ship out of thin air.
TURNS
A turn is the time allotted for a single player to ta ke all possible actions (from purchasing town buildings, to attacking enemy armies, to exploring the map). When your armies no longer have any movement points and when you can build no more structures, your turn is over. You end your turn by clicking the ‘hourglass’ (or ‘End Turn’ button) in the lower-right of the Adventure screen. Then the next player can act. When all players have completed their turns, a new turn begins.
Neutral Turns
The ‘neutral turn’ is the turn in which unaligned armies can act. C re a t u res or armies without a color associated with them are c o ns i d e red neutral. Even though they have no controller, they can still wander around the map, interact with adventure objects, and even attack players.
Days and Months
Several automatic functions happen everyday. The daily gold and resource income for your kingdom is tallied and added to your kingdom’s resources. Heroes regenerate Spell Points and Hit Points each day. Creature dwellings (both inside and outside towns) accumulate a portion of their growth rate, giving you more creatures to hire.
When all players have completed their turns, a single day will pass. In H e roes of Might and Magic IV, every week has seven days, and every month has four weeks (or 28 days). At the beginning of every month, the game will announce the "month of" event that will likely populate the Adventure Map with an unexpected creature type.
THE SHROUD
The ‘Shroud’ is the darkness that covers unexplored areas of the map. Once your army travels through an unexplored region, the Shroud will permanently disappear. However, every army, town and flagged object has its own scouting radius, so there will be times when you cannot see all of the land that you have explored. In this
33 ✧ Adventure Screen
Adventure Screen 34
case, a gray area called the ‘Fog of War’ covers the map. You will be able to see adventure objects and terrain features through the Fog of War, but you will not be able to see enemy army movement. Heroes with the Scouting skill have a wider scouting radius and can see more of the map.
ADVENTURE OBJECTS
As you explore the Adventure Map, the structures you interact with are called adventure objects. They include everything from towns to resources to creature dwellings. A list of the various types of adventure objects is below.
Towns: Allow you to build creature dwellings and other structures
that enhance your heroes and armies.
Garrisons: An army can be garrisoned here to block enemy armies
f rom getting through a narrow path.
Creature Dwellings: Various types of creatures can be hired from
these out-of-town dwellings, but be careful of the higher-level dwellings because they are guarded.
Resources/Mines: Piles of loose resources and the various types of
mines are ways of earning resources for your kingdom.
Treasures/Artifacts: Chests of gold and magical artifacts lie about
the Adventure Map, but you may have to fight off creatures standing guard over the treasure.
Shroud Towers: Re m o ve a portion of the shroud beyond your
normal scouting ra n g e.
Power-Ups: Enhance the abilities of your hero either temporarily or
p e r m a n e n t l y .
Luck-Morale Boosters: Temporarily increase the luck or morale
of your entire army, including your creatures.
Skill Enhancers: Increase a skill or give a hero a new skill. Only a
hero can use it.
Movement Modifiers: Te m p o rarily increase your movement ra t e
a round the Ad ve n t u re Map.
Spell Point Regenerators: Automatically regenerate a portion or
all of a hero’s Spell Points.
Magic Shrines: Teach a hero a single spell. Altars: Teach a hero a certain skill. Quest Huts/Guards: Provide unique quests where the player will
be asked to fulfill one condition to get a certain reward.
Creature Banks: An army must defeat the guards of these objects
to claim the resources and/or artifacts hidden within.
Border Guards/Gates: Block a narrow passage until a player
visits the Keymaster’s Tent of the same color. Only then can that player pass.
Sanctuaries: As long as an army stays at a Sanctuary or Sea
Sanctuary, it cannot be harmed by nearby enemy armies. Also, dead heroes can be resurrected here.
Oracles: Reveals a portion of a Puzzle Map leading the player to a
buried treasure (or the Grail). The only way to find this buried treasure is to visit a certain number of the same type of Oracles, and then the entire Puzzle Map will be revealed.
Portals: Transports you instantly to a Portal of a similar color. The
one-way version of the Portal will send you to a Portal Exit, but you cannot return the way you came.
Ferries: This object is similar to a Portal, but it transports you to
another Ferry on the same body of water only.
Whirlpools: This object is similar to a Portal in that it will transport
your army to another Whirlpool, but unfortunately, this dangerous object will claim the lives of some of your troops.
Chains: Chains will block a ship from passing through a certain
waterway. If they are linked with the Sea Guard, you will be able to make the chain disappear if you complete the quest for the Sea Guard that chain is attached to.
Underground Level
Some maps have two leve l s, including a ground level and underg ro u n d level. There are only two ways to travel between these two levels. A Tunnel will transport an army from one level to another. In addition,the Portals are known to instantly teleport an army to a different level of the map.
Spying on Other Armies
Just as you can right-click on any adve n t u re object to learn s o m ething about it, you can right-click on another army, town or garrison to gain some details about it. In all cases, you will be able to determine what types of troops are in another army. The S c o u t i n g skill gives a hero the ability to determine the exact numbers in another army, and at higher leve l s, gives detailed info rmation about the heroes as well.
35 ✧ Adventure Screen
Stealth Skill
The Stealth skill gives a hero the ability to sneak past other armies to flag mines, collect resources, steal artifacts, and spy on enemy troop movement. This only works, however, if the hero is alone and at least six tiles away from another friendly army. As a special bonus, a character that uses the Stealth skill effectively and sneaks by an army will gain a portion of the experience he or she wo u l d n o r m a l l y gain if he or she had defeated that army in combat.
Town Screen 36
TOWN SCREEN
Towns are important because they not only produce gold, they are also sources of spells, troops, and heroes. Although you do not need a town to play a scenario in H e roes of Might and Magic IV, having one or more can be a great advantage.
TOWN TYPES
There are six types of towns in H e roes IV, each with their own troops, magic, and unique structures. They are:
H a ve n : The home of Life-aligned troops and magic guilds
d e voted to Life Magic.
Necropolis: The home of Death-aligned troops and magic guilds
devoted to Death Magic.
Academy: The home of Order-aligned troops and magic guilds
devoted to Order Magic.
Asylum: The home of Chaos-aligned troops and magic guilds
devoted to Chaos Magic.
Preserve: The home of Nature-aligned troops and magic guilds
devoted to Nature Magic.
S t ro n g h o l d : The home of neutral-aligned troops who have
shunned magic in all its forms.
37 ✧ Town Screen
Town Screen 38
SCREEN LAYOUT
Most of the Town screen is devoted to the town view showing you what structures you have already built. All six town types share a similar layout even though they have different structures. Roll your cursor over a structure and it will tell you what it is. Double-click to open that particular structure, or if you simply want to know what it does, right-click on the structure.
800x600
1024x768
TOWN LIST
On the left below the town view is the town list, allowing you to look at all of your towns by clicking on the portrait of that town. As on the Adventure screen, the green, blue, and red bars over each portrait indicate the level of that town’s structures, mage guild, and creature dwellings, respectively. Also, if you’ve already built a structure during the current turn, a check will appear on the to w n ’s p o r t rait. The Mini-Map to the right of the portrait indicates where that town is on the Adventure Map.
VISITING/GARRISONED ARMIES
The two rows of troop slots represent a visiting and garrisoned army. The top row is the garrisoned army, which doesn’t appear on the Adventure Map because it remains inside the town to protect it from enemy attack. The bottom row is the visiting army. It will appear on the Adventure Map when you close the Town screen. You can drag troops between the visiting and garrisoned army, or you can move all the troops in one row to the other by clicking one of the two movement buttons to the left of the troop slots.
RESOURCE BAR
Below the visiting army troop slots is the resource bar indicating how many resources your kingdom has at this time.
TOWN MENU BUTTON
Finally, to the left of the re s o u rce bar is the ‘Town Menu’ button. The ‘ Town Menu’ button provides another way of visiting the various structures.
RECRUIT CREATURE BUTTONS
At the 1024x768 resolution and higher, the inhabitants of the town’s creature dwellings appear to the right of the town list. You can recruit these creatures simply by clicking on their portraits.
1280x1024
TROOP STATISTICS
At the 1280x1024 resolution, the statistics for the selected troop in the Garrison or Visiting Army slots appear in the lower right of the Town screen. You can switch this display to show the troop’s skills by clicking on the button underneath the display.
RESOURCE GENERATION
The resource bar at the bottom of the screen shows you how much of each type of resource your kingdom has at this time. Every town earns a certain amount of gold per day for your kingdom depending
39 ✧ Town Screen
Town Screen 40
on that town’s Hall type (Village, Town, City). In addition, each mine you flag with your own color will earn a certain amount of that resource type each day. Resource generation is important to the upkeep of your kingdom because it allows you to hire new troops and heroes as well as build new town structures.
NOBILITY SKILL
Another way to produce resources for your kingdom is to have a hero with the Nobility skill. Heroes with this skill can earn gold (with the Estates skill) and other resources (with the Mining skill) each day. They can also act as a ‘Governor’ for a certain town. Town Governors increase the growth rate of the creatures that can be hired in that town. To select a hero as the town’s Governor, select the ‘Choose Governor’ option.
HIRING HEROES
New heroes can be hired at the Tavern, but only one hero can be hired from each Tavern in a seven-day period. On the left of the Tavern screen is a colorful wheel with different types of heroes. T h e wheel is divided into five spoke s, one for each town alignment. O n each spoke is a portrait for a magic-oriented hero and a might­oriented hero for that alignment. The portrait in the center of the wheel re p resents Barbarian hero e s. Some of the slots will be blank, because that type of hero is not aligned with your town. When you click on a hero class you like, you can view his or her biography at the bottom of the screen. If you don’t like that hero, scroll through the others in that class, or choose a different gender (by clicking the Male or Female boxes) and scroll through that set of heroes.
BUILDING STRUCTURES
To build town structures, you must first open your Town or City Hall screen. This will reveal all the structures that can be built in this particular town type. You can build any structure marked with a green background. Red backgrounds mean you cannot build the structure at this time because you don’t have enough re s o u rc e s, h a ven’t met the re q u i rements for that structure, or already built a structure in this town today. Gray backgrounds indicate structures that cannot be built in this town, and gold backgrounds mean a structure has already been built. You can build one structure per town per day as long as you meet the requirements.
HERO CLASSES
The 11 starting hero classes are associated with certain town types:
Haven Knight & Priest Necropolis Death Knight & Necromancer Academy Lord & Mage Asylum Thief & Sorcerer Preserve Archer & Druid Stronghold Barbarian
41 ✧ Town Screen
These classes can change during normal gameplay to one of the 37 advanced classes. If a hero specializes in a specific skill type, he or she will remain one of the 11 starting classes, but once he or she start to focus on two types of skills he or she will become one of the advanced classes. In the chart below, you can cross-reference two skills to learn what type of advanced class you will become.
ADVANCED CLASSES
Town Screen ✧ 42
Tactics Combat Scouting Nobility Life Order Death Chaos Nature
Tactics Knight General Field Lord Crusader Illusionist Reaver Pyromancer Warden
or Death Marshal Commander Knight
Combat General Barbarian Ranger Warlord Paladin Battle Mage Assassin Fireguard Beastmaster
or Archer
Scouting Field Ranger Thief Guildmaster Prophet Seer Ninja Fire Diviner Bard
Marshal
Nobility Lord Warlord Guildmaster Lord Cardinal Wizard King Dark Lord Witch King Beast Lord Life Magic Crusader Paladin Prophet Cardinal Priest Monk Dark Priest Heretic Summoner Order Magic Illusionist Battle Mage Seer Wizard King Monk Mage Shadow Mage Wizard Enchanter Death Magic Re a ve r A s s a s s i n N i n j a Dark Lord Dark Priest Shadow Mage Ne c ro m a n c e r L i c h D e m o n o l o g i s t Chaos Magic Pyromancer Fireguard Fire Diviner Witch King Heretic Wizard Lich Sorcerer Warlock Nature Magic Warden B e a s t m a s t e r Bard Beast Lord Summoner Enchanter D e m o n o l o g i s t Warlock Druid
Magic Magic Magic Magic Magic
*Note: The Archmage class can only be achieved by specializing in
three (3) magic types.
**Note: Classes marked in bold lettering are the 11 starting classes.
43 ✧ Town Screen
Town Screen 44
TOWN ALLIANCES
With the exception of the Stronghold (which associates with all town types equally), each town has a general alliance with two other town types. This means that you can hire heroes from that town type at your Tavern. These alliances are listed below.
Haven = Academy & Preserve
Necropolis = Academy & Asylum
Academy = Haven & Necropolis
Asylum = Necropolis & Preserve
Preserve = Haven & Asylum
Note: Although the Stronghold isn’t allied with anyone, you can hire
all non-magic hero types from the Tavern.
RECRUITING CREATURES
Each town can support up to two Level 1 creature dwellings, and o n e each of Level 1, 2, 3, and 4 cre a t u re dwe l l i n g s. Clicking on a c re ature dwelling in the Town screen brings up the Recruit screen, allowing you to purchase cre a t u res for your army if they are a va i lable. All creatures cost a certain amount of gold, while Level 4 creatures also cost precious resources.
Before being able to build creature dwellings, however, you must construct a Fort. Clicking on your Fort provides an easier way to recruit creatures from any or all of your creature dwellings. Recruit a creature by clicking on its portrait, or you can even buy them all (if you have the resources) at one time by clicking the ‘Buy All’ button in the lower-right of the screen.
In addition to making creature dwellings possible in your town, y o u r Castle also provides fortification should your town be atta c ke d . The lowest level of fortification, Fort, provides walls to protect your
garrison from attacking armies. The next level, Citadel, provides arrow towers for your ranged troops. The highest level, Castle, adds a moat to slow attackers from reaching your town walls.
CARAVANS
All towns can build the Caravan structure (if the map allows it). Caravans can be used to ship troops from one town or creature dwelling to another. It may take a little while to move the troops f rom one location to another, but Cara vans still make it much e a s ier to move your troops around the map.
Creating a Caravan
Follow the steps below to create a Caravan.
1) Click on the Caravan structure in the Town screen.
2) Click the ‘Create Caravan’ button.
3) Select the town or creature dwelling on the left where the Caravan will begin its journey.
4) D rag the troops from the troop slots in the starting location to the C a ra van troop slots at the bottom. If you are purchasing cre a t u res fro m a cre a t u re dwelling, the Recruit screen will pop-up, and you must buy the cre a t u res befo re you can put them in a Cara va n .
5) Finally, click the transport button at the bottom of the screen to send the Caravan to its destination.
To view the Caravans currently in transit, click on the Caravan structure in the Town screen, and then click the ‘View’ button to get information about active Caravans and their destinations.
No t e: If the destination of a Caravan is taken over by an enemy army, the Caravan will continue on its path, appearing outside the destination as long as the owner doesn’t already have eight armies.
45 Town Screen
LEARNING SPELLS
Heroes can learn spells from a magic guild as long as they have the corresponding magic skill. For example, a hero must have the Order Magic skill to study spells at an Academy’s version of the mage guild, the Institute of Magic.
There are five schools of magic, each with their unique strengths.
MAGIC DESCRIPTION TOWN
Life Magic Contains spells that focus Haven
on healing and protection.
Death Magic Contains spells that focus on Necropolis
curses and raising the dead.
Order Magic Contains spells that focus Academy
on mind control and countering other spells.
Chaos Magic Contains spells that focus Asylum
on fire and causing damage to your opponent.
Nature Magic Contains spells that focus Preserve
on nature and summoning creatures in battle.
Magic Guilds
All magic guilds have five levels corresponding with the five levels of spells for that magic type. The number of spells per level for each guild is below.
1st level magic guild = 3 spells 2nd level magic guild = 3 spells 3rd level magic guild = 2 spells 4th level magic guild = 2 spells 5th level magic guild = 1 spell
Magic Libraries
All magic guilds are able to build spell libraries for the two aligned magic types, giving the player access to spells from other magic schools. Of course, a hero must know the corresponding skill before he or she can use these spells.
1st level = 2 4th level = 1 2nd level = 2 5th level = 1 3rd level = 2
Town Screen 46
Purchasing Equipment
Every town has a structure that allows you to purchase potions and minor artifacts to equip your heroes for a life of adventure. You can purchase these items whenever you want simply by visiting the Blacksmith structure, and there is no limit to how many you can buy except for the amount of gold in your kingdom. Below is a list of the steps you must ta ke to purchase something for a specific tro o p .
1) Click on the troop who will receive the purchased item.
2) Click on the item(s) you want to purchase. You can either click on the item itself or the arrows beneath it to select how many of that item you want to purchase.
3) Click the “Buy” button at the lower-right of the screen. You have purchased the items for that troop. If you want to purchase i t e m s for another troop, just repeat these steps. When you have boughtthe items you need, click the “Okay” button to return to the previous screen.
Prison
When you defeat an enemy hero in combat, you will ship them to the nearest prison where they will be locked safely away in the dungeon. However, if an enemy conquers the town where this hero is kept, they will be freed. Similarly, if one of your heroes is thrown in prison, you will have to conquer the enemy town where he or she is held to rescue them.
47 Town Screen
BUILDING SHIPS
If a town is located close to a source of water, that town will probably be able to build their own shipyard. Once you have a shipyard, you will be able to build as many ships as you want as long as you have enough wood and gold.
SPECIAL BUILDINGS
All town types have special buildings designed to improve your kingdom, heroes and armies. Some of these structure s, like the Tre a s u r y , earn extra gold for your kingdom. Structures like the University allow you to purchase skills for your heroes, or improve your statistics like the Wrestling Pits. Others improve your armies; for example, the Rainbow, gives all your troops a temporary boost to their luck. In all cases, you can learn what a structure does either by r i g h t -clicking on it in the Hall screen befo re p u rchasing it, or right-clicking on its image in the Town screen if it has already been built.
Army Screen 48
ARMY SCREEN
Portal
The Pre s e r ve has a special structure called the Po r tal that allows the player to summon all sorts of cre a t u res including Elementa l s. It acts as an ex t ra cre a t u re dwelling, but has a lot more ve rsatility than the others.
Grail Structures
All town types also have a special building called a Grail Structure, but these are not available for construction unless you find a ‘Grail’. Grails are not always available in a scenario, but when they are you can usually find them by solving the Oracle puzzle.
RESURRECTING HEROES
There are three ways to resurrect a hero who has been killed in combat. First, the Angel has a special ability (that acts like a spell) allowing it to resurrect fallen allies. Second, you can visit the Sanctuary or Sea Sanctuary adventure objects where you can resurrect your heroes. Finally, you can bring the fallen heroes to one of your towns where he or she will be resurrected automatically.
ALLIES VISITING TOWNS
Your allies can visit your towns freely without having to conquer them first. Likewise, you can visit the towns of your allies. Since you and your ally are considered to be working toward the same goal, you can also take advantage of each other’s towns by purchasing equipment, visiting mage guilds or receiving the benefits of special b u i l d i n g s. Howe ve r, you cannot recruit cre a t u res or purc h a s e buildings in an ally’s town.
Double-clicking an army’s portrait will bring up the Army screen. The Army screen provides you with all the vital information about the heroes and creatures in that army. Click on the portrait of the hero or creature at the bottom of the screen to view its statistics. I f you want to select one of the other armies in your kingdom, simply click on the portrait at the far right of the Army screen.
TROOP STATISTICS
All creatures and heroes have statistics representing their skill and s t rength in certain situations. These are re p resented in the sta t i s t i c s bar at the top of the Army screen, and are listed below.
Damage
The amount of base damage inflicted by melee or ranged attacks.
Hit Points
The total amount of damage each troop member can take in battle.
Luck
A number influencing how much damage the troop receives from attacks.
Melee Attack
A multiplier to the base damage inflicted in hand-to-hand combat.
49 ✧ Army Screen
Army Screen 50
Melee Defense
A divisor reducing the amount of damage re c e i ved from hand-to - h a n d a t ta c k s.
Morale
A number influencing the order in which a troop moves in combat, and influencing how much damage it inflicts.
Movement
This is how far a troop can move on the Adventure Map in a single turn, and the number of remaining movement points for that turn.
Ranged Attack
A multiplier to the base damage inflicted in ranged combat.
Ranged Defense
A divisor reducing the amount of damage received from ranged attacks.
Shots
The to tal number of shots that can be ta ken for ranged atta c k s.
Speed
This is how quickly a troop can act during combat.
Spell Points
The total number of points a troop has to spend on spell casting.
HERO INFORMATION
When a hero is selected in the Army screen, you can study all the details of that specific hero.
Biography
Click on the hero’s portrait to learn about his or her history.
Experience
This represents how much a hero has learned. The more experience, the more levels he gains and the more powerful he becomes. There is an experience per level chart in the World Reference section at the rear of this manual.
Skills
E very hero can learn up to five Primary Skills (listed in the left c o lumn of the skills table) and up to three Secondary Skills for e a c h Primary Skill learned. Every skill has five levels of adva n c ement – Basic, Advanced, Expert, Master, and Grandmaster.
Inventory
The ‘paper doll’ representation of your hero provides you with a visual inventory of the artifacts that hero possesses. Anything that is not equipped by the hero is stored in his backpack to the right of the paper doll.
Sort Potions
The ‘Sort Potions’ button will place all of the potions at the bottom of the backpack so that less common items are more visible. You can undo the sort by clicking on the button again.
Spell Book
The spell book button to the lower-right of the screen will open the hero’s spell book so you can view the spells he or she has available.
51 ✧ Army Screen
Army Screen 52
CREATURE INFORMATION
When a creature is selected in the Army screen, you can study all the details of that specific creature type.
Description
A brief description of that creature type and its abilities.
Special Abilities
All creatures have at least one special ability. Each icon represents an ability. Right-click on it to learn more.
Backpack
Although creatures can’t use artifacts, they can carry them. The backpack reveals what artifacts this creature is carrying.
Dismissing Creatures
The ‘Dismiss’ button under the creature animation will permanently remove the selected troop from your army. Note that heroes cannot be dismissed from your armies.
Splitting Troops
Sometimes you will want to split a certain troop into two gro u p s. To do this, select the troop you want to split, click on the “Split Troop” button on the right of the troop slots, and then drag the troop type to an empty slot. Alternately, you can hold down the ‘Shift’ key while dragging a troop from its slot to an empty slot. A screen will appear allowing you to choose the number of troops you want to place in that slot. Note that armies on ships cannot be split into additional armies.
Combining Troops
If you have two troops of the same creature type, you can combine them into one large troop by dragging one into the other.
Trading Between Armies
When two armies join on the Adventure Map (by moving one army onto the space occupied by the second army), these armies can then trade troops and even artifacts between them. Troops can be moved between the two armies by clicking on one troop slot and dragging it to an empty slot or a slot occupied by the same troop type. Artifacts are traded by dragging each artifact from one troop onto the portrait of another troop. The army initiating the trade can give artifacts and troops, but not take them.
COMBAT FORMATIONS
At the lower-left of the Army screen are three Combat Formation settings. Each has its strengths and weaknesses in combat, but if used properly, can give your forces an advantage in combat. Note that positions 5, 6, and 7 in the image below are strategic positions for spell casting and ranged troops. Below are the troop slots as they appear on the Adventure screen.
1 2
Below are descriptions of each diagram, which shows you troop slots as they appear on the combat screen.
3 4
Loose Formation: This is the normal setting for all armies.
Every troop lines up far enough apart from each other to make it more difficult to catch more than one troop in a range-effect attack, but it is also more difficult to protect the rear row of troops from atta c k .
1
3
2
5 7
6
5 7
4
6
53 Army Screen
Tight Fo r m a t i o n: Although this formation allows you to pro t e c t
weaker troops and influence more troops with a hero’s Tactics skill, it also allows seve ral troops to be atta c ked by a single area-effect atta c k .
Combat 54
1
3
2
S q u a re Fo r m a t i o n: This formation is similar to the tight fo r m a t i o n
in that it allows several troops to be attacked by a single area-effect a t tack, but it also allows the army to shield a single troop from atta c k .
1 2
5 7
4
3 4
6
5
6
7
ARMY SELECTOR
On the right side of the Army screen is a list of all of your armies positioned on the Adventure Map. This allows you to easily select armies, view their contents, rearrange their troops, or equip them for battle.
For a list of garrisoned armies, however, you must click on the town, garrison or mine at which they are stationed.
COMBAT
When you attack an enemy army on the Adventure Map, or when an enemy army attacks you, you enter into combat on the Combat screen. In most circumstances, you will encounter an enemy army in the field, so the Combat screen will appear to be an open field with some natural obstacles. However, whenever you enter into combat against a town or garrison, you enter a special ‘siege c o mbat’ version of the Combat screen. Similarly, combats at sea occur in a ‘sea combat’ version of the Combat screen.
55 ✧ Combat
Combat 56
COMBAT SCREEN BUTTONS
Cast Spell: Opens the currently selected tro o p ’s Spell Book so they can
cast a spell.
Defend: O rd e rs the selected troop to ta ke no action but defending
t h e m s e l ve s, thus, increasing their Melee and Ranged Defense by 25%.
Wait: Orders the selected troop to wait until all other troops have
acted. If more than one troop is waiting, they act in order of the slowest troop to the fastest.
Preferred Action: Sets the selected troop’s preferred action. You
can set a troop to attack in melee or ranged, to cast a spell, or to move.
Au to Combat: Instructs the computer to run both sides of combat for you. Combat Settings: Allows you to change the volume of the music
and sound effects as well as the speed of all combat animations.
Retreat: Allows your heroes to flee to the nearest town. However,
all your c re a t u res will be left behind to die and your heroes will be s e r i o u s l y wounded until the end of the turn.
Surrender: Gives you the opportunity to bribe the enemy to let
your heroes and creatures flee to your nearest town.
CHARM AND DIPLOMACY
If your heroes are skilled in Charm or Diplomacy, you will be given an opportunity to charm or bribe enemy creatures to join your side before combat begins. These creatures will remain on your side permanently, even after the battle is over.
COMBAT ROUNDS
Combat is divided into a series of rounds. A combat round is completed when all troops who can act for that round have completed their actions, whether that action be a melee attack, ranged attack, spell attack, movement, or defense. Some spells and special abilities (like the Blind spell or the Ice Demon’s Freezing ability) keep troops from acting during that turn.
The point at which a troop acts during each combat round is d e t e rmined by its Speed statistic and is influenced by morale effects, spells and creature abilities, and a friendly hero’s Tactics skill. High morale improves a troop’s order during combat, as does the presence of a hero with a high Tactics skill.
Combat Cursors
The various cursors you will encounter on the Combat screen are explained in the table below.
M ove To This is similar to the move cursor
on the Adventure Map. Click on a location to move a troop.
Fly To This is similar to the normal
combat move cursor, but this one indicates the troop can fly over o b s tacles on its way to the designated location.
Melee Attack This orders a troop to attack the
ta rget in hand-to-hand combat from the indicated direction.
Ranged Attack This orders a troop to attack the
target with a ranged attack.
Cast Spell This orders the troop to cast a
spell on the target. If this icon comes up without first visiting the Spell Book to select a spell, then the caster will recast the last spell he used in this battle.
Combat Pointer This is the standard cursor for the
Combat screen.
Displacement Pointer
This cursor appears when you cast the Displacement spell so you can indicate in which d i re ction you would like to push the target.
Martyr Pointer This cursor appears when you
cast the Martyr spell, allowing you to choose the troop that will be the target of the spell.
Sacrifice Po i n t e r This cursor appears when you cast
the Sacrifice spell, allowing you to choose the ta rgets of the spell.
Teleport To This cursor appears when you
cast the Teleport spell so you can indicate the destination of the target of the spell.
Quicksand Pointer
This cursor appears when you cast the Quicksand spell. Drag it in a line across the Combat Map where you want the quicksand to appear.
57 ✧ Combat
Combat 58
MOVEMENT
A tro o p ’s movement on the combat screen is determined by its M o vement statistic and is influenced by other fa c to rs such as the t e r rain where the combat is being fought, spells, and cre a t u re a b i l i t i e s, artifa c t s, and a friendly hero ’s Tactics skill. Te r rain types like s wamp have a drastic effect on troops that have to walk across them. L i ke w i s e, the presence of a hero with a high Tactics skill (or, at Sea, Seamanship) dramatically impro ves the movement of a troop acro s s the battlefield.
ATTACKING
C re a t u res and heroes are capable of seve ral types of actions during their turn. All cre a t u res are capable of a simultaneous re ta l i a t i o n a t tack as long as they haven’t already re taliated, or some other action (like a special ability or spell) pre vents them fro m re taliating. The various actions that can be performed during combat are listed below.
Melee Attack: All creatures are capable of hand-to-hand attacks but
creatures that are primarily ranged creatures are usually weaker at melee attacks.
Ranged Attack: Some creatures are capable of attacking an enemy
at a distance as long as that enemy is within their line of sight. Obstacles and distance reduce the amount of damage done by a ranged attack.
Spell Attack: Some heroes and creatures have spells they can use
in combat instead of their normal attacks.
Special Abilities: All creatures have at least one special ability,
and sometimes these abilities can be used in combat. Right-click on a creature to find out its abilities.
Line of Sight
All ranged attacks and some spells are governed by the Line of S i g h t r u l e. This rule states that the ta rget of an attack must be within a straight line of the attacker. No other enemy targets can be in the way. Note that friendly targets don’t apply to the Line of Sight rule.
form of the attack) and dividing by the defender’s Melee or Ranged Defense statistic. Other factors that affect damage are s p e l l s, skills, luck, special abilities, armor, shields, and other artifa c t s.
COMBAT RESULTS
All combats end in one of two ways – one opponent defeats the other or both sides lose all their troops simultaneously.
Victory: You win a battle when you defeat all of your opponent’s
h e roes and cre a t u re s. Any heroes you have defeated will automatically be locked in your nearest prison. If you have no prisons, then defeated heroes are killed, and their bodies must be retrieved and resurrected by their players to be used again during the game.
Defeat: You lose a battle when all of your heroes and creatures have
been killed. Any heroes who have been defeated will automatically be locked in the victor’s nearest prison or, if your enemy owns no prisons, left for dead on the battlefield.
Retreat: When one side retreats from a battle, it loses all its
creatures, but its heroes return to the nearest town. The retreating army loses the battle.
Stalemate: When both sides lose all their heroes and creatures,
both sides lose the battle.
Surrender: When one side surrenders a battle, the other side is
offered an amount of gold. If the other side accepts, the surrendering side returns to its nearest town.
THE SPOILS OF WAR
When you defeat an army in combat, you gain any artifacts carried by that army. You can distribute these artifacts amongst your own troops any way you want. Likewise, if you lose a battle, the enemy will take any artifacts you might be carrying. In the event of a stalemate, all artifacts are left in an artifact pile on the Adventure Map for any side to retrieve later.
Damage Calculation
All creatures and heroes do a certain amount of damage in combat. This information can be revealed if you right-click on a creature or hero. Damage is calculated by multiplying the attacker’s Damage statistic by its Melee or Ranged Attack statistic (depending upon the
RESURRECTION AND NECROMANCY
After a victorious battle, any heroes in your army having the Resurrection or Necromancy skills will immediately add some troops to your army. Resurrection raises a portion of the troops you lost in battle, while the Necromancy skill raises a portion of the enemy army.
59 ✧ Combat
Combat 60
SIEGE COMBAT
Whenever you attack a town or garrison, you enter into Siege Combat. This special form of combat includes walls and a gate for the defending army, and in some cases arrow towers and moats. The defending army gains an advantage over the attacking army because of these added defenses. Moats slow enemy troops down as they approach the wall. The walls themselves provide barriers a g a i n s t walking troops who must break down the gate befo re entering. The only way melee troops can attack each other across the walls is if both t roops are standing adjacent to the wall. In addition, a wall is considered an obstacle against any ranged attack coming from outside the wall. Any ranged troop standing on an arrow tower benefits from an increase within range as well as attack and defense for both melee and ranged combat.
The following is an example of a siege combat screen.
SEA COMBAT
At sea, a ship can enter into combat with another ship or with a sea creature like the Mermaid or Sea Monster. This brings up a n o t h e r special form of combat field. In ship-to-ship combat, a narro w p a s s a g e way is provided between the two ships, making it more d i f f icult for walking troops to get across to the enemy. A hero’s Seamanship ability will improve his army’s attack, defense, speed and movement when fighting shipboard battles. Note that the victorious army automatically scuttles the enemy’s ship, so only one ship will remain after a ship-to-ship battle.
61 ✧ Other Screens
OTHER SCREENS
SPELL BOOK
The Spell Book (accessed through the Adventure screen, Army screen and Combat screen) allows a hero to cast a spell or some creatures to use their special abilities. The tabs along the edge of the book organize your spells according to specific categories such as Adventure Spells only, or Life Magic spells only. You cast a spell by clicking on the colorful icon for that spell, or if you want to know more about the spell you can click the ‘?’ button to get a full-page description of the spell.
Other Screens 62
Spell Book Detail Pages
KINGDOM OVERVIEW
The Kingdom Overview screen is a general-purpose quick re f e re n c e screen that gives you information about specific towns, heroes, and armies. It also reveals how much gold and resources your kingdom earns daily as well as your total resources.
Town List
Spell Book Index
63 Other Screens
Hero List
Army List
Other Screens ✧ 64
MARKETPLACE
The Marketplace is where you can trade a certain abundant resource for a resource you need. The resource list on the left side of the screen represents the resources in your kingdom. The resource list on the right represents the resources you want. Simply click on the resource you want to sell and then click on the resource you need. The trade boxes at the bottom of the screen will now be filled with the images of these resources. Next, you want to select the amount of the resource you want to part with and then make your trade. This screen comes in handy when you are short of a resource needed to build a structure or hire a creature and you happen to have more than you need of another resource.
PUZZLE SCREEN
Whenever you visit an Oracle on a map, it will reveal a piece of the puzzle map. This puzzle map can be viewed from the Puzzle screen so you can gauge your progress in finding the location of the buried treasure associated with a certain Oracle color. In maps where there are multiple Oracles, this makes it easier to keep track of them all. Once you have visited the required number of Oracles of the same color, a map showing the location of the buried treasure will be revealed to you. Go to that location and use the Dig command to unearth the treasure. The treasure might be gold, a fabulous artifact, or ‘The Grail", a supremely powerful artifact that will create a magical structure in the next town you visit.
TRADE SCREEN
The Trade screen allows you to give re s o u rces to another player on your team. Select the re s o u rces you wish to donate, the player color who will be the recipient of those re s o u rc e s, and click on the ‘Tra d e ’ b u t to n .
QUEST LOG
The Quest Log keeps track of all current quests assigned to you by Quest Huts and Quest Guards. In addition to reminders about each quest objective, the Quest Log shows the location of the structure at which you received the quest.
65 Other Screens
VIEW WORLD
The View World screen displays the entire map with indicators showing the location of towns, mines, resources, dwellings, portals and artifacts.
CARAVAN LIST
The Caravan List displays a list of all Caravans that are en route to their destination, along with the estimated travel time.
World Reference: Chaos Magic 66
WORLD REFERENCE
SPELL LIST: CHAOS MAGIC
NAME LEVEL COST DESCRIPTION
Bloodlust 1 2 Bloodlust causes the
Sparks 1 2 Sparks casts a spray of
Fire Aura 1 2 Fire Aura causes the
Haste 1 2 Haste gives the friendly
friendly target to do 25% more damage in melee combat for the duration of the battle.
magical energy that does damage to anyone in the three spaces in front of the caster.
friendly target to do minor fire damage in addition to its normal melee combat damage.
target plus 3 to their speed and plus 3 yards to their movement.
67 ✧ World Reference: Chaos Magic
World Reference: Chaos Magic 68
NAME LEVEL COST DESCRIPTION
Magic Arrow 1 2 Magic Arrow casts a
burst of magical energy that does damage to a single target within the line of sight of the caster.
Slayer 1 2 Slayer causes the
friendly target to do 50% more damage against 4th leve l c re atures.
Confusion 2 3 Confusion causes an
enemy target within the line of sight of the c a s ter to lose its next action.
Fire Bolt 2 3 Fire Bolt is a powerful
attack that does fire damage to a single ta rg e t within the line of sight of the caster.
First Strike 2 3 First Strike grants a
friendly target the First Strike ability for the duration of the combat.
Mana Flare 2 3 Mana Flare reduces the
spell costs for all heroes and creatures (friend and foe alike) by 2.
Misfortune 2 3 M i s fortune gives a single
enemy target maximum bad luck.
Spell Shackle 2 3 Spell Shackle causes
the enemy spellcaster to take damage for every Spell Point they use during combat.
Bloodfrenzy 3 5 Bloodfrenzy causes all
friendly targets to do 25% more damage in melee combat.
NAME LEVEL COST DESCRIPTION
Fire Ring 3 5 Fire Ring creates a ring
of flames around a target within the line of sight of the caster that causes fire damage to all targets within a 1 yard radius s u r ro u n d i n g that ta rg e t .
Fireball 3 5 Fireball causes a 3x3
yard explosion of f l a m e s a round a ta rg e t within the line of sight of the caster, doing fire damage to all targets within its blast.
Lightning 3 5 Lightning summons a
p o werful bolt of electricity that does damage to a single ta rget within the line of sight of the c a s t e r.
Magic Mirror 3 5 Magic Mirror reflects
any hostile spell back against its caster at 1 / 2 s t rength. The hostile spell still affects its initial ta rg e t .
Mass Slayer 3 5 Mass Slayer causes all
friendly targets to do 50% more damage against 4th level cre a t u re s.
Cloud of Confusion 4 8 Cloud of Confusion
causes all enemy ta rg e t s within a 3x3 yard radius to lose their next action. The target must be within the line of sight of the caster.
Implosion 4 8 Implosion is an
extremely powerful magical attack directed at a single target within the line of sight of the caster.
69 ✧ World Reference: Chaos Magic
World Reference: Death Magic 70
NAME LEVEL COST DESCRIPTION
Inferno 4 8 Inferno causes fire
damage to all targets within a 5x5 yard area. The initial target must be within the line of sight of the caster.
Mass First Strike 4 8 Mass First Strike gives
all friendly targets the First Strike ability for the duration of the c o m b a t .
Mass Misfortune 4 8 Mass Misfortune causes
all enemy ta rgets to s u ffer from maximum bad luck.
Cat Reflexes 4 8 Cat Reflexes gives a
friendly target one extra attack.
Armageddon 5 12 Armageddon summons
a deadly magical storm that does damage to all targets on the Combat Map.
Chain Lightning 5 12 Chain Lightning does
full damage to the first target it strikes, then strikes a second target for 1/2 damage, a third for 1/4 damage, a fourth for 1/8 damage and a fifth for 1/16 damage.
Disintegrate 5 12 Disintegrate is an
extremely powerful magical attack directed at a single target within the line of sight of the caster. Targets killed by the Disintegrate spell cannot be raised or re s u r rected until c o mbat ends.
SPELL LIST: DEATH MAGIC
NAME LEVEL COST DESCRIPTION
Cancellation 1 2 Cancellation removes
all beneficial spells from the target.
Curse 1 2 Curse causes the target
to do minimum damage in combat.
Poison 1 2 Poison does damage to
the target every round ( s tarting with the curre n t round) until combat ends.
Raise Skeletons 1 2 Raises a number of
Skeletons based on the caster's level from any stack of dead creatures. The number of raised Skeletons cannot exceed either the Hit Points or number of the cre a t u re s. All Skeletons vanish after combat ends.
Disrupting Ray 1 2 Disrupting Ray causes
the target's Melee and Ranged Defense to decrease by 20%.
Animate Dead 2 3 Animate Dead raises a
number of creatures based on the caster's level from any stack of dead creatures. All creatures vanish after combat ends.
Unholy Song 2 3 Unholy Song causes all
Life targets to do 20% less damage and decre a s e s their Melee and Ranged Defense by 20%.
71 ✧ World Reference: Death Magic
World Reference: Death Magic 72
NAME LEVEL COST DESCRIPTION
Life Drain 2 3 Life Drain steals Hit
Points from all Life and Nature targets, and then the caster gains a portion of the total Hit Points drained.
Mire 2 3 Mire causes the target
to move at half speed on the Adventure Map during its next turn.
Fatigue 2 3 Fatigue causes the
enemy target to move at half speed and m o vement in combat.
Sorrow 2 3 Sorrow gives the target
maximum negative morale.
Weakness 2 3 Weakness causes the
target to do 25% less damage in combat.
Aura of Fear 3 5 Aura of Fear is cast on
a friendly target, so enemy opponents cannot retaliate against the friendly target's attacks unless they are immune to Death, Fear or Mind spells.
Magic Leech 3 5 Magic Leech causes
any spell cast by the target to cost double the Spell Points. Also, the caster of Magic Leech gains 1 Spell Point per 2 Spell Points used by ta rg e t .
Mass Cancellation 3 5 Mass Cancellation
removes all beneficial spells from all enemy targets.
NAME LEVEL COST DESCRIPTION
Mass Curse 3 5 Mass Curse causes all
enemy targets to do minimum damage.
Plague 3 5 Plague causes all ta rg e t s
on the Combat Map, friend or foe, to come down with a deadly, damaging disease. It has no effect on non-living or Death targets.
Raise Ghost 3 5 Raises a number of
Ghosts based on the level of the caster from any stack of dead c re atures. The number of raised Ghosts cannot exceed either the Hit Points or number of the creatures. All Ghosts vanish after combat ends.
Death Call 4 8 Death Call targets a
friendly or enemy ta rg e t with dead creatures, raising a number of creatures based on the level of the caster. These raised creatures are placed under the control of the caster and vanish after combat.
Mass Sorrow 4 8 Mass Sorrow causes all
enemy targets to have maximum negative morale.
Mass Weakness 4 8 Mass Weakness causes
all enemy targets to do 25% less damage in combat.
73 ✧ World Reference: Death Magic
World Reference: Life Magic 74
NAME LEVEL COST DESCRIPTION
Vampiric Touch 4 8 Vampiric Touch causes
a friendly target to gain 1 Hit Point for every 2 Hit Points of damage they inflict.
Hand of Death 5 12 Hand of Death insta n t l y
kills a number of o p p onents based on the level of the caster. The target must be within the line of sight of the caster.
Raise Vampires 5 12 Raises a number of
Vampires based on the level of the caster from any stack of dead c re a t u re s. Raised Vampires cannot exceed the total Hit Points or number of the dead creatures, and the Hit Points raised are removed from the target stack. Vampires vanish after the battle.
Sacrifice 5 12 First, Sacrifice destroys
a friendly target. Then the caster selects a s e cond friendly target who will recover twice the Hit Points of the destroyed target.
SPELL LIST: LIFE MAGIC
NAME LEVEL COST DESCRIPTION
Bind Wound 1 2 Bind Wound heals a
number of points of d a mage based on the level of the caster.
Bless 1 2 Bless causes the target to
inflict maximum damage.
Exorcism 1 2 E xo rcism re m o ves all
n e g a t i ve spells from a s i ngle friendly target.
Spiritual Armor 1 2 When cast on a friendly
target, Spiritual Armor increases its Melee and Ranged Defense by 25%.
Holy Word 1 2 Holy Word does damage to
a single Death creature based on the level of the caster.
Summon Ship 1 2 Summon Ship causes a
s i ngle ship to appear at the caster's present location on the Adventure Map.
Heavenly Shield 2 3 Heavenly Shield can only
be cast on the caster, giving additional Hit Points based on the caster's level.
Defender 2 3 Defender increases the
Melee and Ranged Defense of all friendly targets by 50% when they are defending against an attack.
75 ✧ World Reference: Life Magic
World Reference: Life Magic 76
NAME LEVEL COST DESCRIPTION
Heal 2 3 Heal cures a target of a
number of Hit Points based on the level of the caster. Heal is also capable of c u ring Poison and Plague.
Retribution 2 3 Retribution is cast on a
friendly target. When the enemy attacks the target in melee combat, the atta c ke r will take damage based on the level of the caster.
Martyr 2 3 Martyr is cast on a friendly
target. All the damage done to a second friendly target will then be t ra n s f e r red to the re c i p i e n t of the spell. This effect lasts for the entire combat.
Chaos Ward 2 3 The target of a Chaos
Ward is 50% resistant to Chaos spells, and their Melee and Ranged Defense is increased by 50% against Chaos-aligned opponents.
Death Ward 2 3 The ta rget of a Death Wa rd
is 50% re s i s tant to Death s p e l l s, and their Melee and Ranged Defense is i n c reased by 50% against Death-aligned opponents.
Nature Ward 2 3 The target of a Nature
Ward is 50% resistant to Nature spells, and their Melee and Ranged Defense is increased by 50% against Nature-aligned opponents.
Order Ward 2 3 The target of an Order
Ward is 50% resistant to Order spells, and their Melee and Ranged Defense is increased by 50% against Order-aligned opponents.
NAME LEVEL COST DESCRIPTION
Song of Peace 2 3 Song of Peace causes an
enemy target within the line of sight of the caster to become unable to attack or cast spells on the caster's army during the next turn.
M i r t h 2 3 Mirth gives the ta rg e t
m a ximum morale.
Celestial Armor 3 5 Celestial Armor increases
the Melee and Ranged Defense of all friendly ta rg e t s by 25%.
Holy Shout 3 5 Holy Shout does a number
of points of damage based on the level of the caster to all Death creatures.
Mass Bless 3 5 Mass Bless causes all
f r i e n d l y targets to do maximum damage.
Mass Healing 3 5 Mass Healing cures all
friendly targets of a number of points of damage based on the leve l of the caster. It also cures Poison and Plague on all friendly ta rg e t s.
Regeneration 3 5 Re g e n e ration causes the
ta rg e t to regenerate a number of Hit Points every turn based on the level of the caster.
Mass Exorcism 4 8 Mass Exorcism removes all
n e g a t i ve spells fro m f r i e n d l y targets.
77 ✧ World Reference: Life Magic
World Reference: Life Magic 78
NAME LEVEL COST DESCRIPTION
Mass Chaos Ward 4 8 Mass Chaos Ward causes
all friendly targets to become 50% resistant to Chaos spells, and increases their Melee and Ranged Defense by 50% against C h a o s - a l i g n e d opponents.
Mass Death Ward 4 8 Mass Death Ward causes
all friendly targets to become 50% resistant to Death spells, and increases their Melee and Ranged Defense by 50% against D e a t h - a l i g n e d opponents.
Mass Nature Ward 4 8 Mass Nature Ward causes
all friendly targets to become 50% resistant to Nature spells, and increases their Melee and Ranged Defense by 50% against Nature-aligned opponents.
Mass Order Ward 4 8 Mass Order Ward causes
all friendly targets to become 50% resistant to Order spells, and increases their Melee and Ranged Defense by 50% against O rd e r - a l i g n e d opponents.
Mass Fervor 4 8 Mass Fervor causes all
friendly ta rgets to gain m a ximum morale.
Prayer 4 8 Prayer increases the Hit
Points and damage of all Life targets by 25%.
NAME LEVEL COST DESCRIPTION
Divine Intervention 5 12 Divine Intervention
removes a portion of the damage from all friendly targets.
Guardian Angel 5 12 Guardian Angel gives the
friendly target a number of extra lives based on the level of the caster. The number of targets protected depends on the level of the c a s t e r, and no ta rget is protected more than once.
Sanctuary 5 12 While under Sanctuary, a
friendly target cannot be attacked or affected by spells. No more than one target may be in Sanctuary on each side. If the target takes any action other than "defend", the spell ends.
79 ✧ World Reference: Nature Magic
World Reference: Nature Magic 80
SPELL LIST: NATURE MAGIC
NAME LEVEL COST DESCRIPTION
Speed 1 2 Speed increases a friendly
ta rget's speed and move m e n t by 3.
Pathfinding 1 2 Pathfinding grants an army
no movement penalty on the Adventure Map.
Stoneskin 1 2 Stoneskin increases the
target’s Melee and Ranged Defense by 25%.
Summon Leprechaun 1 2 Summons a number of
Leprechauns based on the level of the caster.
Summon Sprite 1 2 Summons a number of
Sprites based on the level of the caster.
Summon Wolf 1 2 Summons a number of
Wolves based on the level of the caster.
Terrain Walk 1 2 Te r rain Walk gives the
ta rg e t the ability to walk
on all terrains without
penalty.
Giant Strength 2 2 Giant Strength increases
the target's Hit Points and damage by 25%.
Fortune 2 3 Fortune grants the target
maximum luck.
Quicksand 2 3 C reates a patch of quicksand,
the size of which is based
on the caster's level. All
targets require a full turn to move through 2 feet of
quicksand.
NAME LEVEL COST DESCRIPTION
Snake Strike 2 3 Snake Strike gives the
ta rget the First Strike ability.
Summon Elf 2 3 Summons a number of
Elves based on the level of the caster.
Summon Satyr 2 3 Summons a number of
Satyrs based on the level of the caster.
Wasp Swarm 2 3 Wasp Swarm summons a
cloud of wasps that distract the enemy target for one round. It has no influence on undead or mechanical creatures.
Summon White Tiger 2 3 Summons a number of
White Tigers based on the level of the caster.
Anti-Magic 3 5 Anti-Magic makes the ta rg e t
immune to all spells for the duration of the combat.
Mass Speed 3 5 Mass Speed increases the
speed and movement of all friendly targets by 3.
Summon Air Elementa l 3 5 Summons a number of Air
Elementals based on the level of the caster.
Summon Earth Elementa l 3 5 Summons a number of
Earth Elementals based on the level of the caster.
Summon F i re Elementa l 3 5 Summons a number of
Fire Elementals based on the level of the caster.
81 ✧ World Reference: Nature Magic
World Reference: Nature Magic 82
NAME LEVEL COST DESCRIPTION
Summon Water Elemental 3 5 Summons a number of
Water Elementals based on the level of the caster.
Necromancy Ward 3 5 Necromancy Ward
prevents any Raise or Animate Dead spell from working for the duration of the combat. It affects all targets on the Combat Map, including dead ones.
Mass Fortune 4 8 Mass Fortune gives all
friendly targets maximum luck.
Mass Snake Strike 4 8 Mass Snake Strike gives
all friendly targets the First Strike ability.
Summon Griffin 4 8 Summons a number of
Griffins based on the level of the caster.
Summon Unicorn 4 8 Summons a number of
Unicorns based on the level of the caster.
Summon Waspwort 4 8 Summons a number of
Waspworts based on the level of the caster.
Dragon Strength 5 12 Dragon Strength
increases the target's Hit Points and damage by 100%.
Summon Faerie Dragon 5 12 Summons a number of
Faerie Dragons based on the level of the caster.
NAME LEVEL COST DESCRIPTION
Summon Mantis 5 12 Summons a number of
Mantises based on the level of the caster.
Summon Phoenix 5 12 Summons a number of
Phoenixes based on the level of the caster.
83 ✧ World Reference: Order Magic
World Reference: Order Magic 84
SPELL LIST: ORDER MAGIC
NAME LEVEL COST DESCRIPTION
Blur 1 2 Blur obscures the target's
true position, increasing its Ranged Defense by 50%.
Dispel 1 2 Dispel removes all spells
from the target.
Displacement 1 2 Displacement causes the
target to move 2 yards in a direction of the caster's choice, if possible.
Magic Fist 1 2 Magic Fist does a number
of points of damage based on the level of the caster to a single target within the line of sight of the c a s ter.
Precision 1 2 P recision increases the
ta rget's Ranged Attack by 25%, and also gives the target no penalty for range, walls or obstacles.
Visions 1 2 Visions shows you the
exact number of troops in an army on the Adventure Map and reveals the skills of an enemy hero.
Cowardice 2 3 C o wa rdice makes the ta rg e t
unable to attack an enemy with more total Hit Points for 3 turns.
Flight 2 3 Flight grants a friendly
ta rget the ability to fly until the end of combat.
Ice Bolt 2 3 Ice Bolt does a number of
points of cold damage based on the level of the caster to a single target within the line of sight of the caster.
NAME LEVEL COST DESCRIPTION
Create Illusion 2 3 Create Illusion forms a
duplicate of the creature with a number of Hit Points based on the level of the caster.
Slow 2 3 Slow causes the enemy
target to move at half speed and movement.
Power Drain 2 3 Power Drain causes the
ta rget's spells to cost double the normal Spell Points.
Steal Enchantment 2 3 Steal Enchantment
removes a beneficial spell from an enemy target and places it on a random friendly target.
Banish 3 5 Banish destroys a number
of summoned creatures based on the caster's skill.
Forgetfulness 3 5 Forgetfulness restrains an
enemy target from using ranged attacks for the duration of the combat.
Mass Dispel 3 5 Mass Dispel removes all
spells from all targets.
Mass Precision 3 5 Mass Precision increases
the Ranged Attack of all friendly ranged targets by 25%, and also gives the target no penalty for range, walls or obstacles.
Mass Blur 3 5 Mass Blur obscures the
true position of all friendly targets, increasing their Ranged Defense by 50%.
Teleport 3 5 Teleport instantly moves
the ta rget to another d e s i gnated point on the battlefield.
85 ✧ World Reference: Order Magic
World Reference: Summon Demon Spells 86
NAME LEVEL COST DESCRIPTION
Town Gate 3 5 Town Gate transports the
caster to the nearest town.
Berserk 4 8 Berserk forces the target to
attack the nearest creature or hero, whether friend or foe. It lasts until the target attacks.
Blind 4 8 Blind causes an enemy
ta rget within the line of sight of the caster to become unable to take an action for 3 rounds. It is dispelled if the target takes damage.
Phantom Image 4 8 Phantom Image creates a
duplicate of a single creature. The strength of the image depends on the caster's level.
Mass Slow 4 8 Mass Slow causes all
enemy targets to move at half speed and movement.
Hypnotize 5 12 H y p n o t i ze brings the ta rg e t
under the caster's control for 3 turns.
Pain Mirror 5 12 Pain Mirror causes half the
damage done to a friendly target to be done to the attacker as well. The reflected damage cannot exceed the Hit Points of the target.
Steal All Enchantments 5 12 Steal All Enchantments
causes all beneficial enchantments on enemy targets to be removed and distributed randomly among friendly targets.
SPELL LIST: SUMMON DEMON SPELLS
The following unique spells cannot be found in any magic guild. A h e ro must learn both Na t u re Magic and Death Magic to auto m a t i c a l l y gain these spells.
NAME LEVEL COST DESCRIPTION
Summon Imps 1 5 Summons a number of
Imps based on the level of the caster. All summoned creatures vanish after combat ends. Requires Basic Nature Magic and
Basic Demonology. Summon Cerberi 2 8 Summons a number of
Cerberi based on the level
of the caster. All summoned
creatures vanish after
combat ends. Re q u i re s
Ad va n c e d Nature Magic
and Advanced
Demonology. Summon Ice Demon 3 12 Summons a number of Ice
Demons based on the level
of the caster. All
summoned creatures
vanish after combat ends.
Requires Expert Nature
Magic and Expert
Demonology to cast. Summon Venom Spawn 4 18 Summons a number of
Venom Spawn based on
the level of the caster. All
summoned cre a t u res va n i s h
after combat ends.
Requires Master Nature
Magic and Master
Demonology. Summon Devils 5 24 Summons a number of
Devils based on the level
of the caster. All summoned
c re a t u res vanish after
c o m b a t ends. Requires
Grandmaster Nature Magic
and Grandmaster
Demonology to cast.
87 World Reference: Tactics
SKILL LIST: TACTICS
World Reference: Tactics 88
Basic Tactics Basic Tactics gives all friendly creatures +1 speed
and +2 movement. It also allows you to learn Ad vanced Offense, Ad vanced Leadership and Advanced Defense.
Advanced Tactics Advanced Tactics gives all friendly creatures +2
speed and +3 movement. It also allows you to learn Master Offense, Master Leadership and Master Defense.
Expert Tactics Expert Tactics gives all friendly creatures +3
speed and +4 movement. It also allows you to learn Grandmaster Offense, Gra n d m a s t e r Leadership and Grandmaster Defense.
Master Tactics Master Tactics gives all friendly creatures +4
speed and +5 movement.
Grandmaster Tactics Grandmaster Tactics gives all friendly creatures
+5 speed and +6 movement.
Basic Offense Basic Offense gives all friendly creatures +10% to
their Melee and Ranged Attack. It is required to learn Expert Tactics.
Ad vanced Offense Advanced Offense gives all friendly creatures
+20% to their Melee and Ranged Attack. It is required to learn Master Tactics.
Expert Offense Expert Offense gives all friendly creatures +30%
to their Melee and Ranged Attack. It is required to learn Grandmaster Tactics.
Master Offense Master Offense gives all friendly creatures +40%
to their Melee and Ranged Attack.
Grandmaster Offense Grandmaster Offense gives all friendly creatures
+50% to their Melee and Ranged Attack.
Basic Defense Basic Defense increases the Melee and Ranged
Defense of all friendly cre a t u res by 10 % . Required to learn Expert Tactics.
Ad vanced Defense Ad vanced Defense increases the Melee and
Ranged Defense of all friendly creatures by 20%. Required to learn Master Tactics.
Expert Defense Expert Defense increases the Melee and Ranged
Defense of all friendly cre a t u res by 30%. Required to learn Grandmaster Tactics.
Master Defense Master Defense increases the Melee and Ranged
Defense of all friendly creatures by 40%.
Grandmaster Defense Grandmaster Defense increases the Melee and
Ranged Defense of all friendly creatures by 50%.
Basic Leadership Basic Leadership gives all friendly creatures +1
morale and +1 luck.
Advanced Leadership Advanced Leadership gives all friendly creatures
+2 morale and +2 luck.
Expert Leadership Expert Leadership gives all friendly creatures +3
morale and +3 luck.
Master Leadership Master Leadership gives all friendly creatures +4
morale and +4 luck.
Grandmaster Leadership G randmaster Leadership gives all friendly
creatures +5 morale and +5 luck.
89 ✧ World Reference: Combat
World Reference: Combat 90
SKILL LIST: COMBAT
Basic Combat Basic Combat increases the hero's Melee and
Ranged Defense to 15. It is required to learn Ad vanced Melee, Ad vanced Archery, and Advanced Magic Resistance.
Ad vanced Combat Advanced Combat increases the hero's Melee and
Ranged Defense to 20. It is required to learn Master Melee, Master Archery, and Master Magic Resistance.
Expert Combat Expert Combat increases the hero's Melee and
Ranged Defense to 30. It is required to learn Grandmaster Melee, Grandmaster Archery, and Grandmaster Magic Resistance.
Master Combat Master Combat increases the hero's Melee and
Ranged Defense to 40.
Grandmaster Combat Grandmaster Combat increases the hero's Melee
and Ranged Defense to 60.
Basic Melee Basic Melee increases the hero's Melee Attack to
15, and divides the natural defense of enemy creatures by 1.5. The Melee skill never reduces an enemy's defense below 10, and never reduces an enemy hero's defense.
Advanced Melee Ad vanced Melee increases the hero's Melee
Attack to 20, and divides the natural defense of enemy creatures by 2. The Melee skill never reduces an enemy's defense below 10, and never reduces an enemy hero's defense.
Expert Melee Expert Melee increases the hero's Melee Attack to
30, and divides the natural defense of enemy creatures by 3. The Melee skill never reduces an enemy's defense below 10, and never reduces an
enemy hero's defense. The hero also gains the ability to attack enemies befo re they can re ta l i a t e.
Master Melee Master Melee increases the hero's Melee Attack to
40, and divides the natural defense of enemy creatures by 4. The Melee skill never reduces an enemy's defense below 10, and never reduces an enemy hero's defense.
Grandmaster Melee Grandmaster Melee increases the hero's Melee
Attack to 40, and divides the natural defense of enemy creatures by 4. The Melee skill never reduces an enemy's defense below 10, and never reduces an enemy hero's defense. The hero also gains the ability to attack enemies before they can retaliate and strikes a second time after an enemy retaliates.
Basic Archery Basic Archery gives the hero a Ranged Attack of
15. Archery never reduces an enemy creature's defense below 10, and never reduces an enemy hero's defense.
Ad vanced Arc h e r y Advanced Archery increases the hero's Ranged
Attack to 20, and divides the natural defense of enemy creatures by 2. Archery never reduces an enemy creature's defense below 10, and never reduces an enemy hero's defense. Heroes with Advanced Archery do full damage with ranged attacks against defenders behind castle walls and other obstacles.
Expert Archery Expert Archery increases the hero's Ra n g e d
Attack to 30, and divides the natural defense of enemy creatures by 3. Archery never reduces an enemy creature's defense below 10, and never reduces an enemy hero's defense. Heroes with Expert Archery do full damage at any range and full damage to enemies behind castle walls and other obstacles.
Master Archery Master Archery increases the hero's Ra n g e d
Attack to 40, and divides the natural defense of enemy creatures by 4. Archery never reduces an enemy creature's defense below 10, and never
91 ✧ World Reference: Combat
World Reference: Scouting 92
reduces an enemy hero's defense. Heroes with Master Archery shoot before an enemy ranged troop can retaliate, do full damage at any range, and do full damage to enemies behind castle walls and other obstacles.
Grandmaster Archery G randmaster Archery increases the hero ' s
Ranged Attack to 40, and divides the natural defense of enemy creatures by 4. Archery never reduces an enemy creature's defense below 10, and never reduces an enemy hero's defense. H e roes with Grandmaster Archery can shoot before any ranged troop can retaliate, and shoots a second time after they retaliate. They also do full damage at any range and full damage to enemies behind castle walls and other obstacles.
Basic Magic Resistance Basic Magic Resistance gives the hero the ability
to resist hostile spells 30% of the time.
Advanced Magic Resistance Advanced Magic Resistance gives the hero the
ability to resist hostile spells 50% of the time.
Expert Magic Resistance Expert Magic Resistance gives the hero the ability
to resist hostile spells 70% of the time.
Master Magic Resistance Master Magic Re s i s tance gives the hero the ability
to resist hostile spells 80% of the time.
Grandmaster Magic Resistance Grandmaster Magic Resistance gives the hero t h e
ability to resist hostile spells 100% of the time.
SKILL LIST: SCOUTING
Basic Scouting Basic Scouting gives the hero a +1 scouting
radius and the ability to learn the traits of any adventure object. The hero can also see enemies with Basic Stealth on the Adventure Map. It is re q u i red to learn Ad vanced Pa t h f i n d i n g , Advanced Seamanship, and Basic Stealth.
Ad vanced Scouting Advanced Scouting gives the hero a +2 scouting
radius and the ability to learn the e xact number of creatures in a hostile army. The hero can also see enemies with Advanced Stealth on the Adventure Map. It is required to learn Master Pathfinding, Master Seamanship, and Advanced Stealth.
Expert Scouting Expert Scouting gives the hero a +3 scouting
radius and the ability to estimate the outcome of a battle with an enemy army. The hero can see enemies with Expert Stealth on the Adventure Map. It is re q u i red to learn Gra n d m a s t e r Pathfinding, Grandmaster Seamanship, and Expert Stealth.
Master Scouting Master Scouting gives the hero a +4 scouting
radius and the ability to learn the skills of enemy heroes. The hero can see enemies with Master Stealth on the Adventure Map. Required to learn Master Stealth.
Grandmaster Scouting G randmaster Scouting gives the hero a +5
scouting radius and the ability to view enemy Town and Army scre e n s. The hero can see enemies with Grandmaster Stealth on the Adventure Map. Required to learn Grandmaster Stealth.
93 ✧ World Reference: Scouting
Basic Pathfinding Basic Pathfinding reduces the hero's penalty for
t ra veling over hostile terrain by 25%. It is required to learn Expert Scouting.
Advanced Pathfinding Advanced Pathfinding reduces the hero's penalty
for traveling over hostile terrain by 50%. It is required to learn Master Scouting.
Expert Pathfinding Expert Pathfinding gives the hero no penalty
when traveling over hostile terrain. It is required to learn Grandmaster Scouting.
Master Pathfinding Master Pathfinding gives the hero +25%
m o vement and no penalty when traveling over hostile terrain. It is re q u i red to learn Grandmaster Scouting.
Grandmaster Pathfinding Grandmaster Pathfinding gives the hero +50%
movement and no penalty when traveling over hostile terrain.
Basic Seamanship Basic Seamanship gives the hero +25%
movement at sea. It acts like Basic Tactics, Basic Offense, and Basic Defense in sea battles.
Advanced S e a m a n s h i p Ad vanced Seamanship gives the hero +50%
m o vement at sea. It acts as Ad vanced Ta c t i c s, Ad vanced Offense, and Ad vanced Defense in sea battles.
Expert Seamanship Expert Seamanship gives the hero +10 0 %
movement at sea. It acts as Expert Tactics, Expert Offense, and Expert Defense in sea battles.
World Reference: Scouting 94
Master Seamanship Master Seamanship gives the hero +150%
movement at sea. It acts as Master Tactics, Master Offense, and Master Defense in sea battles.
Grandmaster Seamanship Grandmaster Seamanship gives the hero +200%
movement at sea. It acts as Grandmaster Tactics, Grandmaster Offense, and Grandmaster Defense in sea battles.
Basic Stealth Basic Stealth makes the hero invisible to 1st level
creatures and heroes with no Scouting skill on the Adventure Map. Enemies can see the hero if they are adjacent. The hero can only hide himself, not other creatures or heroes.
Advanced Stealth Advanced Stealth makes the hero invisible to 2nd
level creatures and heroes on the Adventure Map, even if the hero has Basic Scouting. The hero can be seen by 2nd level creatures and heroes with Basic Scouting if they are adjacent. The hero can only hide himself, not other creatures or heroes.
Expert Stealth Expert Stealth makes the hero invisible to 3rd
level creatures and heroes on the Adventure Map, even if they have Advanced Scouting. The hero can be seen by 3rd level creatures and heroes with Advanced Scouting if he is adjacent. The hero can only hide himself, not other creatures or heroes.
Master Stealth Master Stealth makes the hero invisible to all
creatures and heroes on the Adventure Map, even if they have Expert Scouting. The hero can be seen by 4th level creatures and heroes with Expert Scouting if he is adjacent. The hero can only hide himself, not other creatures or heroes.
Grandmaster Stealth Grandmaster Stealth makes the hero invisible to
all creatures and heroes on the Adventure Map, even if they have Master Scouting. The hero can be seen by heroes with Master Scouting if he is adjacent. The hero can only hide himself, not other creatures or heroes.
95 ✧ World Reference: Nobility
World Reference: Nobility 96
SKILL LIST: NOBILITY
Basic Nobility Basic Nobility increases all creature growth by
10% in the town that recognizes the hero as its g o ve r n o r. It also allows the hero to learn Ad vanced Esta t e s, Ad vanced Mining, and Advanced Diplomacy.
Ad vanced No b i l i t y Advanced Nobility increases all creature growth
by 20% in the town that recognizes the hero as its governor. It also allows the hero to learn Master Estates, Master Mining, and Master Diplomacy.
Expert Nobility Expert Nobility increases all creature growth by
30% in the town that recognizes the hero as its governor. It is required to learn Grandmaster Estates, Grandmaster Mining, and Grandmaster Diplomacy.
Master Nobility Master Nobility increases all creature growth by
40% in the town that recognizes the hero as its governor.
Grandmaster Nobility G randmaster Nobility increases all cre a t u re
growth by 50% in the town that recognizes the hero as its governor.
Basic Estates Basic Estates gives the hero the ability to produce
an extra 100 gold per day for their kingdom, plus 10% per level of the hero. It is required to learn Expert Nobility.
Advanced Estates Advanced Estates gives the hero the ability to
produce an extra 200 gold per day for their kingdom, plus 10% per level of the hero. It is required to learn Master Nobility.
Expert Estates Expert Estates gives the hero the ability to
produce an extra 300 gold per day for their
kingdom, plus 10% per level of the hero. It is required to learn Grandmaster Nobility.
Master Estates Master Estates gives the hero the ability to
produce an extra 400 gold per day for their kingdom, plus 10% per level of the hero.
Grandmaster Estates Grandmaster Estates gives the hero the ability to
produce an extra 500 gold per day for their kingdom, plus 10% per level of the hero.
Basic Mining Basic Mining allows the hero to produce 2 each of
wood and ore, plus 10% per level of the hero, over a 5 day period. It is required to learn Expert Nobility.
Advanced Mining Advanced Mining allows the hero to produce 2
each of wood and ore, and 2 other resources,p l u s 10% per level of the hero, over a 5 day period. The 2 other resources cycle 1 each through gems, mercury, sulfur, and crystals - in that order. It is required to learn Master Nobility.
Expert Mining Expert Mining allows the hero to produce 2 each
of wood and ore, and 4 other resources, plus 10% per level of the hero, over a 5 day period. The 4 other re s o u rces cycle 1 each through g e m s, m e rcury, sulfur, and crystals - in that ord e r. It is required to learn Grandmaster Nobility.
Master Mining Master Mining allows the hero to produce 3 each
of wood and ore, and 5 other resources, plus 10% per level of the hero, over a 5 day period. The 5 other re s o u rces cycle 1 each through g e m s, m e rcury, sulfur, and crystals - in that ord e r.
Grandmaster Mining Grandmaster Mining allows the hero to produce 4
each of wood and ore, and 6 other resources, p l u s 10% per level of the hero, over a 5 day period. The 6 other resources cycle 1 each through g e m s, m e rcury, sulfur, and crystals - in that ord e r.
97 ✧ World Reference: Nobility
World Reference: Life Magic 98
SKILL LIST: LIFE MAGIC
Basic Diplomacy Basic Diplomacy gives the hero the ability to
convince 30% of greatly outnumbered hostile creatures to desert for a price. The hero can sway no more than 120 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 80% of normal.
Advanced Diplomacy Advanced Diplomacy gives the hero the ability to
convince 40% of greatly outnumbered hostile creatures to desert for a price. The hero can convince no more than 240 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 70% of normal.
Expert Diplomacy Expert Diplomacy gives the hero the ability to
convince 50% of greatly outnumbered hostile creatures to desert for a price. The hero can convince no more than 360 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 60% of normal.
Master Diplomacy Master Diplomacy gives the hero the ability to
convince 60% of greatly outnumbered hostile creatures to desert for a price. The hero can sway no more than 480 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 55% of normal.
Grandmaster Diplomacy Grandmaster Diplomacy gives the hero the ability
to convince 70% of greatly outnumbered hostile creatures to desert for a price. The hero can sway no more than 600 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 50% of normal.
Basic Life Magic Basic Life Magic gives the hero the ability to cast
Level One Life Magic spells. It is also required to learn Basic Healing and is one of the requirements for Advanced Resurrection.
Advanced Life Magic Ad vanced Life Magic gives the hero the ability to
cast Level Two Life Magic spells. It is also re q u i red to learn Basic Spirituality and is one of the requirements for Master Resurrection.
Expert Life Magic Expert Life Magic gives the hero the ability to cast
Level Three Life Magic spells. It is also required to learn Grandmaster Resurrection.
Master Life Magic Master Life Magic gives the hero the ability to cast
Level Four Life Magic spells.
Grandmaster
Life Magic Grandmaster Life Magic gives the hero the ability
to cast Level Five Life Magic spells.
Basic Healing Basic Healing gives the hero 10 Spell Points and
increases Spell Point recovery by 2 per day. It is one of the requirements for Advanced Life Magic.
Ad vanced Healing Advanced Healing gives the hero 20 Spell Points
and increases the effectiveness of Life Magic Spell Point re c o very by 4 per day. It is one of the requirements for Expert Life Magic.
Expert Healing Expert Healing gives the hero 50 Spell Points and
i n c reases Spell Point re c o very by 6 points per day. It is one of the re q u i re m e n t s for Master Life Magic.
Master Healing Master Healing gives the hero 40 Spell Points and
increases Spell Point recovery by 8 per day. It is one of the requirements for Grandmaster Life Magic.
99 ✧ World Reference: Life Magic
World Reference: Life Magic 100
Grandmaster Healing Grandmaster Healing gives the hero 50 Spell
Points and increases Spell Point recovery by 10 per day. It is one of the requirements for Grandmaster Life Magic.
Basic Spirituality Basic Spirituality increases the effectiveness of
Life Magic spells by 20%. It is one of the requirements for Expert Life Magic.
Advanced Spirituality Advanced Spirituality increases the effectiveness
of Life Magic spells by 40%. It is one of the requirements for Master Life Magic.
Expert Spirituality Expert Spirituality increases the effectiveness of
Life Magic spells by 60%. It is one of the requirements for Master Life Magic.
Master Spirituality Master Spirituality increases the effectiveness of
Life Magic spells by 80%. It is one of the requirements for Grandmaster Life Magic.
Grandmaster Spirituality G randmaster Spirituality increases the effective n e s s
of Life Magic spells by 100%. It is one of the requirements for Grandmaster Life Magic.
Expert Resurrection Expert Resurrection allows the hero to resurrect
40% of the friendly creatures who die in combat. Undead, mechanical and elemental cre a t u re s cannot be resurrected.
Master Resurrection Master Resurrection allows the hero to resurrect
45% of the friendly creatures who die in combat. Undead, mechanical and elemental cre a t u re s cannot be resurrected.
Grandmaster Resurrection G randmaster Re s u r rection allows the hero to
re surrect 50% of the friendly creatures who die in combat. Undead, mechanical and elementa l creatures cannot be resurrected.
Basic Resurrection Basic Resurrection allows the hero to resurrect
Advanced Resurrection Ad vanced Re s u r rection allows the hero to re s u r re c t
20% of the friendly creatures who die in combat. Undead, mechanical and elemental cre a t u re s cannot be resurrected.
30% of the friendly creatures who die in combat. Undead, mechanical and elemental cre a t u re s cannot be resurrected.
101 ✧ World Reference: Order Magic
World Reference: Order Magic 102
SKILL LIST: ORDER MAGIC
Basic Order Magic Basic Order Magic gives the hero the ability to
cast Level One Order Magic spells. It also allows the hero to learn Basic Enchantment and is one of the requirements for Advanced Charm.
Advanced Order Magic Advanced Order Magic gives the hero the ability
to cast Level Two Order Magic spells. It also allows the hero to learn Master Charm.
Expert Order Magic Expert Order Magic gives the hero the ability to
cast Level Three Order Magic spells. It also allows the hero to learn Grandmaster Charm.
Master Order Magic Master Order Magic gives the hero the ability to
cast Level Four Order Magic spells.
Grandmaster Order Magic Grandmaster Order Magic gives the hero the
ability to cast Level Five Order Magic spells.
Basic Enchantment Basic Enchantment gives the hero 10 Spell Points
and increases the effectiveness of Spell Point re c o very by 2 per day. It is one of the requirements for Advanced Order Magic.
Advanced Enchantment Advanced Enchantment gives the hero 20 Spell
Points and increases the effectiveness of Spell Point recovery by 4 per day. It is one of the requirements for Expert Order Magic.
Expert Enchantment Expert Enchantment gives the hero 30 Spell
Points and increases the effectiveness of Spell Point recovery by 6 points per day. It is one of the requirements for Master Order Magic.
Master Enchantment Master Enchantment gives the hero 40 Spell
Points and increases the effectiveness of Spell Point recovery by 8 per day. It is one of the requirements for Grandmaster Order Magic.
Grandmaster Enchantment Grandmaster Enchantment gives the hero 50
Spell Points and increases the effectiveness of Spell Point recovery by 10 per day. It is oneof the re q u i rements for Grandmaster Order Magic.
Basic WizardryBasic Wizardry increases the effectiveness of Order
Magic spells by 20%. It is one of the requirements for Expert Order Magic.
Advanced Wizardry Advanced Wizardry increases the effectiveness of
Order Magic spells by 40%. It is one of the requirements for Master Order Magic.
Expert WizardryExpert Wizardry increases the effectiveness of Order
Magic spells by 60%. It is one of the requirements for Master Order Magic.
Master WizardryMaster Wizardry increases the effectiveness of Order
Magic spells by 80%. It is one of the re q u i re m e n t s for Grandmaster Order Magic.
Grandmaster Wizardry Grandmaster Wizardry gives the hero 8 Spell
Points and increases the effectiveness of Order Magic spells by 100%. It is one of the requirements for Grandmaster Order Magic.
103 ✧ World Reference: Order Magic
World Reference: Death Magic 104
SKILL LIST: DEATH MAGIC
Basic Charm A hero with Basic Charm can convert 15% of
greatly outnumbered hostile creatures to his side. The hero can convert no more than 60 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 90% of normal.
Advanced Charm Advanced Charm allows the hero to convert 20%
of greatly outnumbered hostile creatures to his side. The hero can convert no more than 120 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 80% of normal.
Expert Charm Expert Charm allows the hero to convert 25% of
greatly outnumbered hostile creatures to his side. The hero can convert no more than 180 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 75% of normal.
Master Charm Master Charm allows the hero to convert 30% of
greatly outnumbered hostile creatures to his side. The hero can convert no more than 240 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 70% of normal.
Grandmaster Charm Grandmaster Charm allows the hero to convert
35% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 300 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 65% of normal.
Basic Death Magic Basic Death Magic gives the hero the ability to
cast Level One Death Magic spells. It is required to learn Basic Occultism and is one of the requirements for Advanced Necromancy.
Advanced Death Magic Advanced Death Magic gives the hero the ability
to cast Level Two Death Magic spells. It is required to learn Master Necromancy.
Expert Death Magic Expert Death Magic gives the hero the ability to
cast Level Three Death Magic spells. It is required to learn Grandmaster Necromancy.
Master Death Magic Master Death Magic gives the hero the ability to
cast Level Four Death Magic spells.
Grandmaster Death Magic Grandmaster Death Magic gives the hero the
ability to cast Level Five Death Magic spells.
Basic Occultism Basic Occultism gives the hero 10 Spell Points and
increases Spell Point recovery by 2 per day. It is one of the re q u i rements for Ad vanced Death Magic.
Advanced Occultism Ad vanced Occultism gives the hero 20 Spell
Points and increases Spell Point recovery by 4 per day. It is one of the requirements for Expert Death Magic.
Expert Occultism Expert Occultism gives the hero 30 Spell Points
and increases Spell Point recovery by 6 per day. It is one of the requirements for Master Death Magic.
105 ✧ World Reference: Death Magic
World Reference: Death Magic 106
Master Occultism Master Occultism gives the hero 40 Spell Points
and increases Spell Point recovery by 8 per day. It is one of the re q u i rements for Gra n d m a s t e r
Death Magic. Grandmaster Occultism Grandmaster Occultism gives the hero 50 Spell
Points and increases Spell Point recovery by 10
per day. It is one of the re q u i rements fo r
Grandmaster Death Magic.
Basic D e m o n o l o g y Basic Demonology increases the effectiveness of
Death Magic spells by 20%. It is one of the
requirements for Expert Death Magic. Learning
Basic Demonology and Basic Nature Magic will
give the hero the Summon Imp spell. Advanced
Demonology Ad vanced Demonology increases the effective n e s s
of Death Magic spells by 40%. It is one of the
requirements for Master Death Magic. Learning
Master Demonology and Master Nature Magic
will give the hero the Summon Ice Demon spell. Expert
Demonology Expert Demonology increases the effectiveness
of Death Magic spells by 60%. It is one of the
requirements for Master Death Magic. Master
Demonology Master Demonology increases the effectiveness
of Death Magic spells by 80%. It is one of the
re q u i rements for Grandmaster Death Magic.
Learning Master Demonology and Master Na t u re
Magic will give the hero the Summon Venom
Spawn spell Grandmaster
Demonology G randmaster Demonology increases the
effectiveness of Death Magic spells by 100%. It is
one of the requirements for Grandmaster Death
Magic. Learning Grandmaster Demonology and
Grandmaster Nature Magic will give the hero the
Summon Devil spell.
Basic Ne c ro m a n c y Basic Ne c romancy gives the hero the ability to
raise a number of ske l e tons equal to 10% of the s t rength of a defeated army, as long as that number doesn't exceed 40 experience points of undead, plus 10% per level of the hero. Also, the h e ro can create only 1 undead cre a t u re per slain enemy. Undead, mechanical, and elementa l c re a t u res cannot be re s u r re c t e d .
Advanced Ne c ro m a n c y Ad vanced Ne c romancy gives the hero the ability
to raise a number of ske l e tons equal to 15% of the strength of a defeated army, as long as that number doesn't exceed 80 experience points of undead, plus 10% per level of the hero. Also, the h e ro can create only 1 undead cre a t u re per slain enemy. Undead, mechanical, and elementa l c re a t u res cannot be re s u r re c t e d .
Expert Ne c ro m a n c y Expert Ne c romancy gives the hero the ability to
raise a number of ske l e tons or ghosts equal to 20% of the strength of a defeated army, as long as that number doesn't exceed 120 ex p e r i e n c e points of undead, plus 10% per level of the hero . Also, the hero can create only 1 undead c re a t u re per slain enemy. Undead, mechanical, and elemental cre a t u res cannot be re s u r re c t e d .
Master Ne c ro m a n c y Master Ne c romancy gives the hero the ability to
raise a number of ske l e tons or ghosts equal to 25% of the strength of a defeated army, as long as that number doesn't exceed 160 ex p e r i e n c e points of undead, plus 10% per level of the hero . Also, the hero can create only 1 undead c re a t u re per slain enemy. Undead, mechanical, and elemental cre a t u res cannot be re s u r re c t e d .
Grandmaster Ne c ro m a n c y G randmaster Ne c romancy gives the hero the
ability to raise a number of ske l e to n s, ghosts, or va m p i res equal to 30% of the strength of a defeated army, as long as that number doesn't exceed 200 experience points of undead, plus
107 ✧ World Reference: Death Magic
World Reference: Chaos Magic 108
10% per level of the hero. The hero can cre a t e
only 1 undead cre a t u re per slain enemy.
Undead, mechanical, and elemental cre a t u re s
cannot be re s u r re c t e d .
SKILL LIST: CHAOS MAGIC
Basic Chaos Magic Basic Chaos Magic gives the hero the ability to
cast Level One Chaos Magic spells. It is required to learn Basic Conjuration and is one of the requirements for Advanced Sorcery.
Advanced Chaos Magic Advanced Chaos Magic gives the hero the ability
to cast Level Two Chaos Magic spells. It is required to learn Master Sorcery.
Expert Chaos Magic Expert Chaos Magic gives the hero the ability to
cast Level Three Chaos Magic spells. It is required to learn Grandmaster Sorcery.
Master Chaos Magic Master Chaos Magic gives the hero the ability to
cast Level Four Chaos Magic spells.
Grandmaster Chaos Magic Grandmaster Chaos Magic gives the hero the
ability to cast Level Five Chaos Magic spells.
Basic Conjuration Basic Conjuration gives the hero 10 Spell Points
Advanced Conjuration Advanced Conjuration gives the hero 20 Spell
and increases Spell Point recovery by 2 per day. It is one of the requirements for Advanced Chaos Magic.
Points and increases Spell Point recovery by 4 per day. It is one of the requirements for Expert Chaos Magic.
109 ✧ World Reference: Chaos Magic
Expert Conjuration Expert Conjuration gives the hero 30 Spell Points
and increases Spell Point recovery by 6 per day. It
is one of the requirements for Master Chaos
Magic. Master
Conjuration Master Conjuration gives the hero 40 Spell Points
and increases Spell Point recovery by 8 per day. It
is one of the re q u i rements for Gra n d m a s t e r
Chaos Magic. Grandmaster
Conjuration Grandmaster Conjuration gives the hero 50 Spell
Points and increases Spell Point recovery by 10
per day. It is one of the re q u i rements fo r
Grandmaster Chaos Magic.
Basic Pyromancy Basic Pyromancy increases the effectiveness of
Chaos Magic spells by 20%. It is one of the
requirements for Expert Chaos Magic. Advanced
Pyromancy Advanced Pyromancy increases the effectiveness
of Chaos Magic spells by 40%. It is one of the
requirements for Master Chaos Magic. Expert
Pyromancy Expert Pyromancy increases the effectiveness of
Chaos Magic spells by 60%. It is one of the
requirements for Master Chaos Magic. Master
Pyromancy Master Pyromancy increases the effectiveness of
Chaos Magic spells by 80%. It is one of the
re q u i re m e n t s for Grandmaster Chaos Magic. Grandmaster
Pyromancy G randmaster Pyromancy increases the effective n e s s
of Chaos Magic spells by 100%. It is one of the
requirements for Grandmaster Chaos Magic.
World Reference: Chaos Magic 110
Basic Sorcery Basic Sorcery increases the hero’s spell damage
(with all magic types) by 20%.
Ad vanced Sorc e r y Ad vanced Sorcery increases the hero ’s spell
damage (with all magic types) by 40%.
Expert Sorcery Expert Sorcery increases the hero’s spell damage
(with all magic types) by 60%.
Master Sorcery Master Sorcery increases the hero’s spell damage
(with all magic types) by 80%.
Grandmaster Sorcery Grandmaster Sorcery increases the hero’s spell
damage (with all magic types) by 100%.
111 ✧ World Reference: Nature Magic
World Reference: Nature Magic 112
SKILL LIST: NATURE MAGIC
Basic Nature Magic Basic Nature Magic gives the hero the ability to
cast Level One Nature Magic spells. It is required
to learn Basic Herbalism and is one of the
requirements for Advanced Summoning. Advanced
Nature Magic Advanced Nature Magic gives the hero the ability
to cast Level Two Nature Magic spells. It is
required to learn Master Summoning. Expert
Nature Magic Expert Nature Magic gives the hero the ability to
cast Level Three Na t u re Magic spells. It is
required to learn Grandmaster Summoning. Master
Nature Magic Master Nature Magic gives the hero the ability to
cast Level Four Nature Magic spells. Grandmaster
Nature Magic Grandmaster Nature Magic gives the hero the
ability to cast Level Five Nature Magic spells.
Basic Herbalism Basic Herbalism gives the hero 10 Spell Points
and increases Spell Point recovery by 2 per day. It
is one of the requirements for Advanced Nature
Magic. Advanced
Herbalism Advanced Herbalism gives the hero 20 Spell
Points and increases SpellPoint recovery by 4 per
day. It is one of the requirements for Expert
Nature Magic.
Expert Herbalism Expert Herbalism gives the hero 30 Spell Points
and increases Spell Point recovery by 6 per day. It also allows the hero to regenerate 1 Spell Point per day. It is one of the requirements for Master Nature Magic.
Master Herbalism Master Herbalism gives the hero 40 Spell Points
and increases Spell Point recovery by 8 per day. It also allows the hero to regenerate 2 Spell Points per day. It is one of the re q u i rements fo r Grandmaster Nature Magic.
Grandmaster Herbalism Grandmaster Herbalism gives the hero 50 Spell
Points and increases Spell Point recovery by 10 per day. It also allows the hero to regenerate 2 Spell Points per day. It is one of the requirements for Grandmaster Nature Magic.
Basic Meditation Basic Meditation increases the effectiveness of
Nature Magic spells by 20%. It is one of the requirements for Expert Nature Magic.
Advanced Meditation Advanced Meditation increases the effectiveness
of Nature Magic spells by 40%. It is one of the requirements for Expert Nature Magic.
Expert Meditation Expert Meditation increases the effectiveness of
Nature Magic spells by 60%. It is one of the requirements for Master Nature Magic.
Master Meditation Master Meditation increases the effectiveness of
Nature Magic spells by 80%. It is one of the requirements for Grandmaster Nature Magic.
Grandmaster Meditation G randmaster Meditation increases the effective n e s s
of Nature Magic spells by 100%. It is one of the requirements for Grandmaster Nature Magic.
113 ✧ World Reference: Nature Magic
World Reference: Skill Progression Flowcharts 114
SKILL PROGRESSION FLOWCHARTS
Basic Summoning Basic Summoning allows the hero to summon
leprechauns, sprites, or wolves into the hero's
army every day at a rate of 10 experience points
of creatures per day, plus 10% per level of the
hero. Advanced
Summoning Ad vanced Summoning allows the hero to
summon leprechauns, sprites, or wolves into the
hero's army every day at a rate of 20 experience
points of creatures per day. Expert
Summoning Expert Summoning allows the hero to summon
elves, satyrs, or tigers into the hero's army every
day at a rate of 30 experience points of creatures
per day. Master
Summoning Master Summoning allows the hero to summon
elves, satyrs, or tigers into the hero's army every
day at a rate of 40 experience points of creatures
per day. Grandmaster
S u m m o n i n g G randmaster Summoning allows the hero to
summon griffins, unicorns, earth, air, fire and
water elementals into the hero's army eve r y
day at a rate of 50 experience points of
c re a t u res per day.
EXPERIENCE PER LEVEL
The following is a chart listing the experience needed for each leve l .
Level Experience
1 0 2 1,000 3 2,000 4 3,200 5 4,600 6 6,200 7 8,100 8 10,300 9 12,900 10 16,000 11 19,700 12 24,100 13 29,300 14 35,500 15 42,900 16 51,700 17 62,200 18 74,800 19 89,900 20 108,000 21 129,700 22 155,700 23 186,900 24 224,300
Level Experience
25 269,100 26 322,800 27 387,200 28 464,400 29 557,000 30 668,100 31 801,400 32 961,300 33 1,153,100 34 1,383,200 35 1,659,300 36 1,990,600 37 2,388,100 38 2,865,100 39 3,437,500 40 4,124,300 41 4,948,400 42 5,937,300 43 7,123,900 44 8,547,800 45 10,256,400 46 12,306,700 47 14,767,000 48 17,719,300
115 ✧ World Reference: Skill Progression Flowcharts
World Reference: Advanced Class Abilities 116
Level Experience
49 21,262,000 50 25,513,200 51 30,614,600 52 36,736,200 53 44,082,100 54 52,897,100 55 63,475,100 56 76,168,700 57 91,401,000 58 109,679,700 59 131,614,100 60 157,935,300
Level Experience
61 189,520,700 62 227,423,100 63 272,905,900 64 327,485,200 65 392,980,300 66 471,574,400 67 565,887,300 68 679,062,700 69 814,873,100 70 977,845,500
ADVANCED CLASS ABILITIES
Archer
Combat determines the Archer class. The Archer has no class ability.
Archmage
All magic determines the Archmage class. The Archmage's class ability gives him +20% to all spell effects.
Assassin
Death Magic and Combat determine the Assassin class. The Assassin's class ability increases his speed and movement by 3.
Barbarian
Combat skills determine Barbarian class. The Barbarian has no class ability.
Bard
Nature Magic and Scouting determine the Bard class. The Bard always has maximum luck due to his class ability.
Battle Mage
Order Magic and Combat determine the Battle Mage class. The Battle Mage's class ability increases the effects of the Magic Fist and Ice Bolt spells by 20%. Also, the Battle Mage automatically learns the Magic Fist spell.
Beast Lord
Nature Magic and Nobility determine the Beast Lord class. The Beast Lord's class ability gives him a +20% bonus to the Summon Wolf and Summon White Tiger spells.
Beastmaster
Nature Magic and Combat determine the Beastmaster class. The Beastmaster's class ability gives him a +20% bonus to the Summon Wolf spell.
Cardinal
Nobility and Life Magic determine the Cardinal class. The Cardinal's class ability gives +5% to his Resurrection skill.
Crusader
Tactics and Life Magic determine the Crusader class. The Crusader always has maximum morale due to his class ability.
117 ✧ World Reference: Advanced Class Abilities
World Reference: Advanced Class Abilities 118
Dark Lord
Death Magic and Nobility determine the Dark Lord class. The Dark Lord's melee attack gives his target maximum negative morale.
Dark Priest
Death Magic and Life Magic determine the Dark Priest class. The Dark Priest's class ability gives him a vampiric melee attack. For every 2 points of damage done to an opponent, the Dark Priest heals 1 hit point.
Death Knight
Tactics determines the Death Knight class. The Death Knight has no class ability.
Demonologist
Death Magic and Nature Magic determine the Demonologist class. The Demonologist's class ability gives him +50 to all Demon Summoning spells.
Druid
Nature Magic determines the Druid class. The Druid has no class ability.
Enchanter
Order Magic and Nature Magic determine the Enchanter class. The Enchanter's class ability gives him +20% to all Summoning and Illusion spells.
Field Marshal
Tactics and Scouting determine the Field Marshal class. The Field Marshal's class ability gives all friendly creatures +10% to their Melee and Ranged Attack.
Fire Diviner
Chaos Magic and Scouting determine the Fire Diviner class. The Fire Diviner's class ability gives him +20% to the effects of all fire-based spells.
Fireguard
Chaos Magic and Combat determine the Fireguard class. The Fireguard's class ability gives him Fire Resistance, making him immune to fire-based spells. The Fireguard also takes half damage from enemies with fire-based attacks.
General
Combat and Tactics determine the General class. The General's class ability gives all friendly creatures +1 morale.
Guildmaster
Scouting and Nobility determine the Guildmaster class. The Guildmaster's class ability gives his melee attack the chance of Stunning an opponent. Stunned enemies cannot take any action or retaliate for one turn.
Heretic
Chaos Magic and Life Magic determine the Heretic class. The Heretic's class ability allows him to ignore the effects of all Wards.
Illusionist
O rder Magic and Tactics determine the Illusionist class. The Illusionist's class ability gives him +20% to the effects of Illusion spells.
Knight
Tactics determines the Knight class. The Knight has no class ability.
Lich
Chaos Magic and Death Magic determine the Lich class. The Lich's class ability gives him attack a chance of temporarily Aging the enemy. An Aged target has its Attack skill decreased by 25%, its Defense skill decreased by 20%, and its Speed and Movement reduced by 50%.
Lord
Nobility determines the Lord class. The Lord has no class ability.
Lord Commander
Tactics and Nobility determine the Lord Commander class. The Lord Commander's class ability gives all friendly creatures +2 morale.
Mage
Order Magic determines the Mage class. The Mage has no class ability.
Monk
Life Magic and Order Magic determine the Monk class. The Monk's class ability gives him Chaos Ward (50% resistant to Chaos spells, and his Melee and Ranged Defenses are increased by 50% against Chaos-aligned opponents).
Necromancer
Death Magic determines the Necromancer class. The Necromancer has no class ability.
119 ✧ World Reference: Advanced Class Abilities
World Reference: Advanced Class Abilities 120
Ninja
Death Magic and Scouting determine the Ninja class. The Ninja's class ability gives him a Poisonous melee attack that does damage to the target every round (starting with the current round) until combat ends.
Paladin
Combat and Life Magic determine the Paladin class. The Paladin's class ability gives him Death Ward (50% resistant to Death spells, and his Melee and Ranged Defenses are increased by 50% against Death-aligned opponents).
Priest
Life Magic determines the Priest class. The Priest class has no class ability.
Prophet
Life Magic and Scouting determine the Prophet class. The Prophet's class ability permanently surrounds him in a Spiritual Armor (increases Melee and Ranged Defense by 25%).
Pyromancer
Tactics and Chaos Magic determine the Pyromancer class. The Pyromancer's class ability permanently surrounds him with a Fire Shield (does fire damage to anyone who attacks the target in melee combat).
Ranger
Combat and Scouting determine the Ranger class. The Ranger's class ability gives him +5 Ranged Attack and the ranged ability.
Reaver
Tactics and Death Magic determine the Reaver class. The Reaver is permanently under the influence of Bloodlust (does 25% more damage in melee combat) as a result of his class ability.
Seer
Order Magic and Scouting determine the Seer class. The Seer's class ability increases his scouting radius by 2.
Summoner
Nature Magic and Life Magic determine the Summoner class. The Summoner's class ability increases the power of his Summoning skill, allowing him to summon +20 Experience Points worth of creatures per day.
Thief
Scouting determines the Thief class. The Thief has no class ability.
Warden
Tactics and Nature Magic determine the Warden class. The Warden's class ability gives all friendly creatures +10% to their Melee and Ranged Defense.
Warlock
Chaos Magic and Nature Magic determine the Warlock class. The Warlock's class ability gives him +10 spell points and the ability to regenerate 1 extra spell point per day.
Warlord
Combat and Nobility determine the Warlord class. The Warlord's class ability gives him +5 to Melee Attack.
Witch King
Chaos Magic, Nobility and Death Magic determine the Witch King class. The Witch King's class ability causes his attack to send out a wave of Fear that keeps its opponent from retaliating. After the attack, the opponent struck by Fear runs away for a short distance.
Wizard
Order Magic and Chaos Magic determine the Wizard class. The Wizard's class ability decreases the spell point cost for all spells by 2.
Wizard King
Order Magic and Nobility determine the Wizard King class. The Wizard King's melee attack gives the target maximum bad luck as a result of his class ability.
Shadow Mage
Death Magic and Order Magic determine the Shadow Mage class. The Shadow Mage's class ability permanently surrounds him with the Blur spell (increases Ranged Defense by 50%).
Sorcerer
Chaos Magic determines the Sorcerer class. The Sorcerer has no class ability.
121 ✧ Keyboard Shortcuts
KEYBOARD
Keyboard Shortcuts 122
Enter Move Army C Cast Spell D Dig Q Quest Log V View World U Toggle Underground and Surface E End Turn Arrow Keys Move Selected Army C t r l + A r row Ke y s Scrolls Adventure Map Pa g e U p / Pa g e D o w n Scrolls Army/Town List Up and Down
SHORTCUTS
GENERAL
F4 Toggle Window/Full Screen Modes
ADVENTURE SCREEN
Alt+N New Scenario Alt+C New Campaign Alt+L Load Game Alt+S Save Game Alt+O Options Alt+M Main Menu Alt+R Restart Game Esc Quit I Scenario Info. M Marketplace G Thieves Guild P Puzzle Map K Kingdom Overview Home Centers the Screen on the Currently Selected
Hero or Target H Selects Next Hero Z Current Hero Sleeps W Wakes Current Hero T Select Next Town
COMBAT SCREEN
C Cast Spell D Defend W Wait F5 Prefer Melee F6 Prefer Move F7 Prefer Spell Casting F8 Prefer Ranged A Auto Combat on/off O Combat Options R Retreat S Surrender
TOWN SCREEN
B Purchase Building H Hire Hero C Recruit Creature M Magic Guild S Split Creatures L Lordship Left/Right Arrows Select Hero/Creature in Army Page Up/Page Down Previous/Next Town Up Arrow Merge Visiting Army Down Arrow Merge Garrison Army Spacebar Swap Armies Enter OK
123 Keyboard Shortcuts
ARMY SCREEN
C Cast Spell D Dismiss Creature S Split Creatures L Loose Formation T Tight Formation Q Square Formation Left/Right Arrows Select Hero/Creature in Army Page Up/Page Down Select Army Shift+Page Up/Page Down Scroll Backpack Items Up Arrow Merge Visiting Army Down Arrow Merge Garrison Army Spacebar Swap Garrison and Visiting Armies Enter Accept
SPELL BOOK
Left/Right Arrows Turn pages Page Up/Page Down Move through spell tabs D Damage S Summoning U Curses B Blessings L All spells A Adventure C Combat I Index T Artifacts
Customer Support 124
Customer Support
However you choose to contact us, there are some pieces of information about your computer that we will need in order to help you properly. You can get this information by following these steps: First, right-click on the My Computer icon and choose "Properties". On this System Properties screen, you will find the following information that we will need: Computer OS type (Windows version), amount of RAM and CPU type. After you get this information, exit the System Properties screen, then double left-click on the My Computer icon. On this screen, right-click on the icon of the hard drive that the game is installed on and choose "Properties". On this screen, you will need to find out the drive’s total capacity, and the amount of free space left on the drive.
Website
Visit www. 3 D O.com/support for late-breaking news and info r m a t i o n , answers to Frequently Asked Questions (FAQ’s), links to hardware manufacturers’ websites, and the latest product updates.
If you want to ask a specific technical question, you can use the online email form available at our website or send mail directly to the customer-support@3DO.com address.
Automated Phone/Fax
Call (650) 385-3193, or fax us at (650) 385-3181.
125 ✧ Customer Support
Notes 126
U.S. Mail
Customer Support The 3DO Company 100 Cardinal Way Redwood City, CA 94063
Buy Direct
If you wish to purchase additional copies or other titles fro m The 3DO Company, please visit the 3DO Direct Online Store at http://store.3DO.com or call:
3DO Direct Sales – (800) 336-3506 in the United States
(650) 385-3187 in Canada and Mexico
World Wide Web
http://www.3DO.com
TROUBLESHOOTING
For general troubleshooting tips, see the ReadMe.txt file located on the CD-ROM or in the Start Menu after you have installed the game.
HINTS AND TIPS
Need help finishing the game? Need help getting where you need to go, or do you just need a useful tip? You can get all that and more on the 3DO Hint Line. Call 1-900-CALL-3DO (1-900-225-5336) fo r p re -recorded hints, tips, and clues.
Calls to the Hint Line cost $0.99 per minute for recorded hints and tips; calls must be made from a Touch Tone Phone. If you are under 1 8 years of age, you must get your parents’ permission before calling.
Notes
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127 Notes
THE 3DO COMPANY LIMITED 90-DAY WARRANTY
Notes
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The 3DO Company ("3DO") warrants to the original consumer purchaser of this 3DO software product that the media on which the underlying computer program is recorded is free from defects in materials and workmanship under normal,recommended use for ninety (90) days from the date of purchase. The 3DO software program recorded on such a media is sold on an "as is" basis, without any warranty or condition of any kind, and 3DO shall not be liable for any losses or damage of any kind or nature resulting from the use or inability to use such program.
3DO’s entire liability and the original consumer purchaser’s exclusive remedy for breach of any warranty (express or implied) shall be, at 3DO’s option,either:(a) to replace,free of charge,this 3DO software product,or (b) to return to the original consumer purchaser the price paid for this 3DO software product. The preceding warranty shall not be applicable and 3DO shall not be o b l i g ated to replace this 3DO software product or to return any such sum to the original purchaser unless this 3DO software product is returned within the 90-day warranty period,p o s t age pre-paid with proof of purchase to The 3DO Company,100 Cardinal Way, Redwood City, CA 94063,Attn.: Customer Support Dept.The preceding warranty shall be void if any defect in this 3DO software product arises through accident,negligence,use in any application for which this 3DO software product was not designed or intended,modification without the prior consent of 3DO,any cause external to the product (e.g., heat), or by any other cause unrelated to defective materials or workmanship.
EXCEPT FOR THE LIMITED WARRANTY SET FORTH A B O V E , ALL OTHER REPRESENTAT I O N S , WA R R A N T I E S , CONDITIONS, TERMS AND OBLIGATIONS, WHETHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,ANY IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR ANY PARTICULAR PURPOSE AND/OR NON-INFRINGEMENT REGARDING THIS 3DO SOFTWARE PRODUCT (WHETHER RELATING TO THE MEDIA,THE SOFTWARE OR OTHERWISE) ARE EXCLUDED TO THE MAXIMUM EXTENT ALLOWED BY APPLICABLE LAW.
3DO neither assumes nor authorizes any other person or entity to assume for 3DO (or any r e l ated or affiliated entity) any other liability in connection with this 3DO software product.
IN NO EVENT SHALL 3DO BE LIABLE FOR ANY INCIDENTAL,CONSEQUENTIAL (INCLUDING LOSS OF PROFITS), SPECIAL AND/OR OTHER DAMAGES OF ANY KIND OR NATURE RESULTING FROM THE PURCHASE, POSSESSION, USE, OR INABILITY TO USE THIS 3DO SOFTWARE PRODUCT, EVEN IF 3DO HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR LOSS. IN NO EVENT S H A L L 3DO’S LIABILITY TO THE ORIGINAL CONSUMER PURCHASER EXCEED THE AMOUNT A C T UALLY PAID FOR THIS 3DO SOFTWARE PRODUCT. SOME STATES/COUNTRIES DO NOT A L L O W L I M I TATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES,SO THE ABOVE LIMITATIONS AND/OR EXCLUSIONS OR LIMITATIONS OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO JURISDICTION.
3DO has endeavored to ensure that the end user manual and promotional materials regarding this 3DO software product accurately reference the product. H ow e v e r, because of ongoing improvements and updating of 3DO software products, 3DO cannot guarantee the accuracy of printed materials after the date of publicat i o n , and 3DO disclaims any loss, liability and/or d a mages,whether in contract,tort or otherwise,arising out of or resulting from the manual and promotional materials, including, without limitation, any loss or liability resulting from changes, errors or omissions with respect to any of such items.
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