5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
Hero Classes
In Heroes of Might and Magic 4, hero classes are determined by the dominant primary skills a hero posesses. Starting hero classes give no special bonuses to the hero, but upon learning an additional skill and attaining an advanced class, hero gains a special bonus. Use the table below to locate the advanced class by two dominant primary skills of your hero. Then use the alphabetical list to find the special bonus of that advanced class.
Note: The Archmage advanced class (not in the table) can be achieved by specialising in any three magic types. Hero classes in italics are the starting classes and give no special bonuses.
Hero Classes Table
PRIMARY SKILLS
Knight or Death Knight
General
Field Marshal
Lord Com- mander
Crusader
Illusionist
Reaver
Pyro- mancer
Warden
General
Barbarian or Archer
Ranger
Warlord
Paladin
Battle Mage
Assassin
Fireguard
Beast- master
Field Marshal
Ranger
Thief
Guild- master
Prophet
Seer
Ninja
Fire Diviner
Bard
Lord Com- mander
Warlord
Guild- master
Lord
Cardinal
Wizard King
Dark Lord
Witch King
Beast Lord
Crusader
Paladin
Prophet
Cardinal
Priest
Monk
Dark Priest
Heretic
Summoner
Illusionist
Battle Mage
Seer
Wizard King
Monk
Mage
Shadow Mage
Wizard
Enchanter
Reaver
Assassin
Ninja
Dark Lord
Dark Priest
Shadow Mage
Necro- mancer
Lich
Demo- nologist
Pyro- mancer
Fireguard
Fire Diviner
Witch King
Heretic
Wizard
Lich
Sorcerer
Warlock
Warden
Beast- master
Bard
Beast Lord
Summoner
Enchanter
Demo- nologist
Warlock
Druid
Advanced Class Bonuses
Assassin: +3 to hero's speed and movement
Archmage: +20% to all spell effects
Bard: hero always has maximum luck
Battle Mage: +20% to effect of Magic Fist and Ice Bolt spells, learns Magic Fist
Beast Lord: +20% bonus to Summon Wolf and Summon White Tiger spells
Beastmaster: +20% bonus to Summon Wolf spell
Cardinal: +5% bonus to Resurrection skill
Crusader: hero always has maximum morale
Dark Lord: hero's melee attack gives the target maximum negative morale
Dark Priest: for every 2 points of melee damage dealt, the Dark Priest heals 1 hit point
Demonologist: +50% bonus to all Demon Summoning spells
Enchanter: +20% bonus to all Summoning and Illusion spells
Field Marshal: +10% to Melee and Ranged Attack of all friendly creatures
Fire Diviner: +20% bonus to the effects of all fire-based spells
Fireguard: hero is immune to fire-based spells and takes half damage from fire-based attacks
General: +1 morale to all friendly creatures
Guildmaster: hero's melee attack has a chance of stunning (no action or retaliation for one turn)
Heretic: hero ignores the effects of all Wards
Illusionist: +20% to the effects of Illusion spells
Lich: hero's attack has a chance of aging (attack -25%, defence -20%, speed and movement -50%)
Lord Commander: gives all friendly creatures +2 morale
Monk: has Chaos Ward (50% resistant to Chaos spells, Melee/Ranged Defenses +50% against Chaos-aligned opponents)
Ninja: melee attack poisons the target (posion deals damage every turn)
Paladin: has Death Ward (50% resistant to Death spells, Melee/Ranged Defenses +50% against Death-aligned opponents)
Prophet: has Spiritual Armour (Melee and Ranged Defence +25%)
Pyromancer: has Fire Shield (returns 25% damage to melee attackers)
Ranger: has ranged ability and +5 Ranged Attack
Reaver: has Bloodlust (does 25% more melee damage)
Seer: +2 scouting radius
Shadow Mage: has Blur (Ranged Defence +50%)
Summoner: summons +20 Experience Points worth of creatures per day
Warden: gives all friendly creatures +10% to their Melee and Ranged Defence
Warlock: +10 spell points and regenerating 1 extra spell point per day
Warlord: +5 to Melee Attack
Witch King: melee attack casts Fear (opponent cannot retaliate and runs away for a short distance)
Wizard: decreases the spell point cost for all spells by 2
Wizard King: melee attack gives the target maximum bad luck
Choices
There are many strategic variables involved in choosing an advanced class, such as whether the hero is a scout, warrior or mage; whether this is a main or supporting hero; what spells are available in your mage guild, etc.
Tactics: gives good bonuses. Go for: Crusader, Field Marshal, Lord Commander, Warden.
Combat: gives poor and average bonuses. Go for: Fireguard, Paladin (against death only).
Scouting: gives average and good bonuses. Go for: Field Marshal, Fire Diviner.
Nobility: bonuses of varying usefulness, over a half of them give the hero a melee attack special. Go for: Cardinal, Dark Lord, Lord Commander.
Life Magic: gives good bonuses. Go for: Cardinal, Crusader, Dark Priest, Monk (against chaos only), Paladin (against death only), Summoner.
Order Magic: bonuses of varying usefulness. Go for: Enchanter, Monk (aganst chaos only), Wizard.
Death Magic: gives good bonuses, over a half of them give the hero a melee attack special. Go for: Dark Lord, Dark Priest, Demonologist.
Chaos Magic: gives good bonuses. Go for: Fire Diviner, Fireguard, Wizard.
Nature Magic: bonuses of varying usefulness, over a half of them have to do with summoning. Go for: Demonologist, Enchanter, Summoner, Warden.
If your hero is a spellcaster by occupation, consider going for Archmage advanced class in the long run. Be aware that upon becoming Archmage, your hero will lose the bonuses of the old advanced class - it's a two-step journey to becoming an Archmage.