Skip to content

Posts from Discussion about Heroes 4.

No ratings yet — be the first to rate!
In reply to iKuba
Auto-translated
iKuba
Hello everyone, hope you're all doing well.
Could you please provide some information about advanced classes?
What will happen if several skills have the same total level? And what will happen if one of them increases its weight?

To be more specific, I want to try creating an effective hero who travels and fights without an army, using stealth and nature. Currently, scouting has a weight of 15 (main skill, stealth and pathfinding - GM, no navigation). I started learning nature and became a Bard. I plan to also max it out to 15 (all skills, no summoning). Then, I'll also max out combat to 15 (no resistance) and fully develop tactics to 20. So, when nature + scouting reaches 15+15, and then I level up combat to 15, will the class change? Or will I remain a Bard until one of the skills reaches 16? And in any case, since tactics is planned to be more than 15, when it crosses that threshold, which skill will it combine with? Scouting because it's the starting skill, or the last skill leveled to 15 (in this case, combat)?

And in general, what do you think about this development path? How viable is it? And what should I take as the fifth skill? It seems that in any case, it will be magic, because besides magic, only nobility remains, which won't help in combat, and extra mana and mana regeneration won't hurt either. Initially, I wanted to take death for summoning demons, but then I realized that by leveling up tactics, I would lose the bonus to the number of demons I can summon, and without it, nature summoning is no better. Now I'm leaning towards order because it's simply more useful than the remaining options, but I want to know how they combine so that I can plan the development order and also make the class useful.

P.S.: I'll clarify that there is enough experience on this particular map for all of this.

Look, if you had a class based on magical skills, even by leveling up 2 weights out of 3, you will become an Archmage. Usually, classes tied to combat are prioritized, so to change the class, level up one of the other skills to 16, it will change. I don't recommend maxing out all skills to grandmaster with a weight of 20, as the hero will either be an Archmage or a class related to combat, although in such a situation, there is some priority of classes, about which I haven't seen any information anywhere, but in most cases, it's either an Archmage, or a General, or a Field Marshal.
In your case, if scouting and nature have a weight of 15, the class won't change until the weight of other skills reaches at least 15. Why did you choose Bard? It's not a very good class; it can cast mass luck on the first turn and still be a Bard, and it's better to level up magic resistance. It's better to level up melee and ranged combat, as the hero is focused on summoning. Is scouting your main skill? Are you creating a Rogue?
It's better to make a Conjurer (nature magic + order) or a Demonologist (nature magic + death) - since you're playing with summons.

Added after 14 minutes
Magnus
I decided to create this topic because there is no topic for discussing the game.

But in version 3.51, the bonus is not very good. Lich does not have morale, is not affected by healing and mind spells, and is also not affected by poison, but he takes damage from Holy Word. And it's not clear how he then restores health in battle if healing doesn't affect him, or does he have a vampiric attack?:confused:
Healing, mind spells, and morale don't affect vampires, and Holy Word does, but they are still vampires, so why shouldn't a Lich, if he becomes undead, be able to drain life?
Auto-translated
Even a not-so-successful installment is discussed thousands of times more than the seventh part. Does this mean that "Heroes VII" turned out to be even worse than "Heroes IV"?
In reply to Utiferus
User Avatar
Auto-translated
Thorenlawar
Even a not-so-successful installment is discussed thousands of times more than the seventh one. Does this mean that "Heroes 7" turned out to be even worse than "Heroes 4"?
And that was a risky statement! Fans of the fourth game, on the contrary, consider it a breakthrough. Many others simply see it as an misunderstood, but good game. I personally love the third, fourth, and fifth games... Therefore, I wouldn't say so bluntly that the fourth game is bad. I only saw the seventh game in passing, but knowing that it was developed by Ubisoft, for whom the Heroes series has long ceased to be a priority, and that they didn't put much effort into its development, I can assume that, objectively, the seventh game was a much bigger failure for its time than the fourth game was for its time. And if the fourth game can rightfully be called simply an misunderstood game, then I'm afraid there will be no excuses for the seventh game.
aka Sir Holmes aka David Jones.
In reply to Utiferus
Auto-translated
Thorenlawar
Even a not-so-successful installment is discussed a thousand times more than the seventh one. Does this mean that "Heroes 7" turned out to be even worse than "Heroes 4"?
The fourth installment is still better than all the other parts combined. Including fan-made mods and other self-published content.
In reply to CTPAHHuK
Auto-translated
CTPAHHuK
Don't confuse the state of a dead creature with a vampire's attack. They are different things. Just like zombies and liches, they cannot be restored.
So, let's cut down on vampires – they are also undead, why should they heal with vampirism, but a Lich shouldn't? The imbalance is here; all undead have always been dead creatures, so vampires shouldn't be able to heal either. You should think before you speak... In all the reviews of Heroes 4, they talk about the imbalance of vampires, which they decided to fix by nerfing the Lich class? Wouldn't it be better to start with the root of the problem?
User Avatar
Auto-translated
Dag +146. I haven't played the game much lately, but I still have the fourth installment installed, and sometimes I play it when I'm in the mood. It's the best part. I'm glad that from a certain point in the campaigns, you don't have to bother with building an army and running around the entire map, but you can just buy immortals with the entire budget and leisurely go around doing good and enforcing justice alone.
А, вот почему.

??+⛓️♿=?
Auto-translated
Skoraj
Look, if you had a class based on magical skills, then by maxing out even 2 skills out of 3, you'll become an Archmage. Usually, classes related to combat are prioritized. To change the class, max out the 16th skill in other areas; it will change. I wouldn't recommend maxing out all skills to Grand with a weight of 20, as the hero will either be an Archmage or a combat-related class, although there seems to be some class priority in such a situation, but I haven't found any information about it anywhere. Mostly, it's either Archmage, General, or Field Marshal.
In your case, if you have a weight of 15 in Scouting and Nature, the class won't change until the weight in other skills reaches at least 15. Why did you choose a Bard? It's not a very good class; it can cast mass luck on the very first turn, and it will still be a Bard. Also, it's better to increase magic resistance; it's better to max out melee and ranged combat, as the hero is focused on summoning anyway. Is Scouting your main focus? Are you leveling up a Thief?
It's better to make a Conjurer (Nature + Order magic) or a Demonologist (Nature + Death magic) – since you're playing with summons.

Added 14 minutes ago

Healing, mind magic, and morale don't affect vampires, but Holy Word does. However, they are still vampires, so why shouldn't a Lich, who becomes undead, also be able to drain life?

I didn't specifically choose a Bard; the idea is to allow the hero to fight effectively on their own. For this, you need Nature as a replacement for an army and a lot of experience to level up everything necessary. Stealth allows you to constantly accumulate experience, even if you can't kill these monsters yet, plus you steal mines, artifacts, chests, and other objects that enhance the hero, all of which give experience. For example, we're playing together, and right now, I'm 10 levels ahead, and without fighting, I have much better stats than the second player with GM battles. I also have powerful artifacts, like a bow with +50 attack or the Tiger set, which gives regeneration and constant dragon strength, which I wouldn't have achieved without stealth. So, the class is currently intermediate and will change later anyway, so it adds something, and that's fine.
I don't level up resistance because it's five unnecessary skills, and there's still a lot to learn. Also, magic resistance isn't required in every battle and can be easily replaced with antimagic if needed.
Melee and ranged combat may not be necessary in themselves, but they are needed to level up Combat, which greatly increases survivability, and this is relevant for a solo hero.
I'm not taking a Demonologist because I won't be able to maintain this class, as I don't need Necromancy, and because of the leveled-up Tactics, the class will be combined with it. And without a bonus to summoning, a Demonologist isn't very useful.

As for Liches and vampires, you're saying something strange. You've already been told that undead and vampirism are not the same thing. A Lich is just undead, and a vampire is undead with vampirism. It would be stupid to take this away from them; it contradicts the very logic of this unit, just as it would be stupid to give all undead vampirism. Do you think skeletons should also be vampires just because they are undead?
In reply to iKuba
User Avatar
Auto-translated
iKuba
I don't level up resistance because it's an extra five skills, and there's already a lot to learn. Plus, magic resistance isn't required in every battle and can be easily replaced with antimagic if needed.
Melee and ranged combat skills might not be necessary in themselves, but they are needed to level up combat, which significantly increases survivability, and this is relevant for a solo hero.

As for liches and vampires, you're saying something strange. You've already been told that undead and vampirism are not the same thing. A lich is simply undead, while a vampire is undead that possesses vampirism. It would be stupid to take that away from them; it contradicts the very logic of this unit.
Antimagic and resistance are slightly different things. Antimagic immediately removes all previously applied blessings and consumed potions, and you won't be able to heal wounds. Also, if the enemy gets a morale boost and casts a spell first, it will be too late to use antimagic.
Melee and ranged combat skills are NOT needed to level up combat. Nor are they needed to level up resistance.

A lich, or dead sorcerer, can also be translated as a leech (which sucks blood:mad: :D). But in the fourth game, a lich is not a monster or undead, as in the third game, but a hero, just like a death knight (dead knight, zombie). Although it's unlikely you'll find healing near the Necropolis, as far as I remember, its heroes don't behave like undead – their morale changes (this is for sure) and so on:smile24:

Added after 51 minutes
HoM[M]ie
...knowing that the development was overseen by the Jews from Ubisoft, for whom the Heroes series has long ceased to be a priority, and they didn't have the most diligent approach to its development...
Now it's clear where it all comes from. Before Ubisoft appeared, the Heroes games were intuitively understandable, and then some perversions began – and I somehow didn't immediately realize that those who only have a diligent approach to making money were involved in this.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to iKuba
Auto-translated
iKuba
I didn't specifically choose a Bard; the idea is to be able to fight effectively as a hero on my own. For this, I need Nature as a replacement for an army and a lot of experience to upgrade everything necessary. Stealth allows me to constantly accumulate experience, even if I can't kill these monsters yet, plus I steal mines, artifacts, chests with the same experience, and other objects that enhance the hero. For example, we're playing together, and right now, I'm 10 levels ahead, and without fighting, I have characteristics much higher than the second player with GM battles. I'm also equipped with powerful artifacts, like a bow with +50 to attack or a tiger set that gives regeneration and constant dragon strength, which I wouldn't have achieved without stealth. In general, the class is currently intermediate and will still change later, so it adds something, and that's fine.
I don't upgrade resistance because it's five unnecessary skills, and there's still a lot to learn. Also, magic resistance isn't required in every battle and can be easily replaced with antimagic if needed.
Melee and ranged combat may not be necessary in themselves, but they are needed to upgrade combat, which greatly increases survivability, and this is relevant for a solo hero.
I don't take a Demonologist because I won't be able to support this class, as I don't need Necromancy, and due to the upgraded Tactics, the class will be combined with it. And without a bonus to summoning, a Demonologist isn't very useful.

As for Liches and Vampires, you're saying something strange. You've already been told that undead and vampirism are not the same thing. A Lich is simply undead, and a Vampire is undead possessing vampirism. Depriving it of this is stupid; it contradicts the very logic of this unit, just as it's stupid to give all undead vampirism. Should skeletons also be vampires just because they are undead?
Does Stealth give experience? I don't remember that - did they add it in Equilibrum?
Well, I wouldn't say that only summoning magic is suitable for a solo hero - illusions are also good.
We're not talking about innate vampirism, but about Soul Drinker or the Vampire Touch spell - why shouldn't a Lich be healed by vampirism in these cases, when vampires are healed?
P.S. The comrade above explained the difference regarding magic resistance :)
In reply to dnaop-wr
Auto-translated
dnaop-wr
Antimagic and resistance are slightly different things. Antimagic removes all previously applied blessings and consumed potions from you at once, and you won't be able to heal your wounds. In addition, if the enemy gets morale and casts magic first, it will be too late to use antimagic.
For skill leveling, melee and ranged combat are NOT needed. Neither is resistance.

and yet, I don't quite understand the difference
the fact that antimagic removes all blessings is clear, but if it is used, it is in a battle with powerful spellcasting units or heroes, and on the first turn, i.e., when there are no blessings yet, what will be the difference then?
does it also remove the effects of potions or prevent them from being drunk in the future? or does resistance, unlike antimagic, allow friendly magic to pass through? in general, can you explain it in more detail?

and regarding skill leveling, is it only in this skill that you don't need to level up additional skills? or are we talking about different versions of the game? in my game (in Armageddon's Blade), all skills have two mandatory skills that are necessary for leveling up the main skill, and one optional skill (although I didn't look specifically at combat)
Skoraj
Does stealth give experience? I don't remember that - did they add it in Equilibrium?
Well, I wouldn't say that only summoning magic is suitable for single-player mode - illusions are also good.
We're not talking about innate vampirism, but about Soul Drinker or the Vampire Touch spell - why shouldn't a Lich be healed by vampirism in these cases, when vampires are healed?

no, it's the regular version, without mods, for passing unnoticed in a cell adjacent to a monster, you get experience, depending on their level and quantity

illusions are good, but they require an object, and summoning allows you to get exactly the unit you need on the spot, even if it is not on the battlefield, so I am still in favor of summoning, although in general, if it is not for a single-player hero, then order magic is of course more useful

and about vampirism, I guess I took it out of context and didn't understand) acquired vampirism should definitely work
In reply to iKuba
Auto-translated
iKuba
and yet, I didn't quite understand the difference
the fact that antimagic removes all blessings is clear, but if it is also used, then in battles with powerful spellcasting units or heroes, and on the first turn, i.e., when there are no blessings yet, then what will be the difference?
does it also remove the effects of potions or prevent them from being drunk in the future? or does resistance, unlike antimagic, allow friendly magic to pass through? in general, can you explain it in more detail?

no, it's the regular version, without mods, and for passing unnoticed through a cell adjacent to a monster, you get experience, depending on their level and quantity.
Exactly - in battle, it's Magic Resistance, not antimagic, that is, it reflects enemy magic, but it doesn't dispel buffs or healing - that's the essence of the skill.
So, I forgot - I haven't played in a long time, so I remembered another reason why I liked the Thief hero from my favorite race :) ...Although, why did I like him? I still like him :) I'll fix my computer, download it from the website, and I'll play again - I'm less drawn to the 3rd game than to the 4th :)
User Avatar
Auto-translated
Stealth grants experience – 25% of the experience that can be gained from defeating this enemy (I won't go into details about how it works).
Antimagic also removes the effects of previously consumed potions, including those of immortality. The hero cannot be killed or weakened by magic, but he also cannot be strengthened by magic; moreover, archers or melee fighters will easily defeat him, and he will not resurrect with Blessing.
Resistance only reflects bad enemy magic.
(although I didn’t watch the battle itself)
This is exactly what I mean.
Life Magic and Death Magic grant the hero innate vampirism.
In addition to summons and illusions, a Mage of Order has hypnosis – imagine hypnotizing a large group of powerful monsters and using them to destroy the entire enemy army!
And in general, I have a guide for Heroes IV in my signature, but it was an older version. I recently updated it and posted it here: /topic/at/915689/ – many questions are answered there.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
Auto-translated
Thank you for the clarification, I will slightly revise my build, taking resistance, but I still believe that summoning is more versatile, at least for single-player.
Illusions are good if you have a strong unit and always have the opportunity to strengthen your army with powerful clones, even if the opponent doesn't have units worth copying.
Hypnosis relies on resistance; if it's a battle against black dragons, for example, it will be useless without certain artifacts, and when you're playing solo, neutral creatures tend to combine into one stack, which also diminishes the effectiveness of hypnosis.
So, overall, I repeat – order is more useful, and if you have a good army, order can help strengthen it with clones and weaken the opponent by hypnotizing their main units, which will also strengthen your own army. However, for the chosen development path, where stealth is the focus, summoning is still the best option.
Auto-translated
Playing against the AI or in campaigns isn’t very enjoyable. It’s cool at the beginning, with hordes of neutral creatures and a weak hero and army, making for interesting development. But in the end, you’re just playing against neutral armies (which gets boring after a while). The AI can’t do anything because it gets crushed by the neutrals and remains trapped in its base. It rarely captures castles, so it’s better to play on the second-to-last difficulty. I’ve completed two campaigns, four times as Life and Barbarians, and the first mission as Barbarians is tough. But starting from the middle of the second mission, you control one hero and crush everyone; the AI opponent is useless, can’t even capture castles or build an army. I started a game as Haven on the second-to-last difficulty, and it’s already more interesting. The beginning is easier, but the AI manages to build up armies, and the final battle in the first mission was interesting: 24 Hydras, 74+ Nightmares, 100+ Medusas (although it might be scripted and supposed to be that way).

Statistics

Welcome our newest member: Emil