Heroes 4: Wizard's abilities - p. 1
Warriors and wizards have very similar development trees - but differences are rather big. Depends from class, heroes will have access to expanded or shortened set of abilities - mages specialize in Magic and warriors in Might. Of course there is nothing wrong with sword fighting wizard - but you have to remember that the most powerful spells will be unavailable for him (the other way round with a warrior).
This is a summary of all Magic abilities with description. Numbers are approximate (here I put them for typical 15 leveled hero, 21 magic power).
Air
Available for: Haven, Sanctuary, Stronghold, Inferno and Necropolis
![]() | Name | Reputation | Level | Mana cost | Description | Remarks |
![]() | Storm Winds I | Tears | 1 | 15 | All enemy shooters get -18% to damages. Lasts 5 turns. | Useful only during fighting with big army of shooters - it means very rarely. |
![]() | Storm Winds II | Tears | 2 | 0 (passive ability) | All unites treated with Storm Winds I get 224 damages and become stunned. Requires Storm Winds I. | Useful strengthening of spell. Take, if you have previous level. |
![]() | Summon Air Elemental | Tears | 3 | 45 | Summon 9 Air Elementals. | This unit cast a chain lighting - so it's powerful. But on this level we can have better. |
![]() | Air Magic I | Neutral | 1 | 0 (passive ability) | Increases hero's magic power about 3 during casting air spells. | If we gonna specialize in air spells - it's useful. |
![]() | Air Magic II | Neutral | 2 | 0 (passive ability) | Increases hero's magic power about 3 during casting air spells. Requires Air Magic I. | Like above |
![]() | Air Magic III | Neutral | 3 | 0 (passive ability) | Increases hero's magic power about 3 during casting air spells. Requires Air Magic II. | Like above |
![]() | Grounded | Neutral | 1 | 15 | Enemy's unit can't fly for 5 turn. | Flying units are only about 15% of all - rather not useful. |
![]() | Storm Arrows | Blood | 1 | 15 | Chosen shooting unit has no distance penalty and cause 40% more damage during 2 turns. | Bonus to attack is big - take it! |
![]() | Lighting | Blood | 2 | 30 | Cause 426 damage to chosen unit. | It's powerful but requires experienced hero - medium useful. |
![]() | Chain Lighting | Blood | 3 | 45 | Cause 466 damages to unit, and jump to the two another, at each jump causing half less damages. Requires Lighting. | 3rd level spell should buff our army or curse enemy's - damaging is useless at this stage.. |
![]() | Thunderclap | Blood | 2 | 0 (passive ability) | All air damages has 75% to stun attacked enemy. | Nice thing to mix with Storm Winds and Summon Air Elemental. |
Fire
Available for: Haven, Stronghold, Inferno
![]() | Name | Reputation | Level | Mana cost | Description | Remarks |
![]() | Burning determination | Tears | 1 | 15 | Morale of unit increases by 154 and can't be changed during next 2 turns. Eliminate all negatives things affecting unit's morale. | 154 to morale - it's obligatory ability. |
![]() | Mass burning determination | Tears | 2 | 40 | All army morale increased by 50 and can't be changed during next 2 turns. Eliminate all negatives things affecting units morale. Requires Burning determination | Huge bonus for all army - one of the best ability in the game. |
Fire shield | Tears | 1 | 15 | Increases magic defence +39 for 4 turns. Damages attacking units with power equal to amount of charmed units (during 1 turn). | If we have large armies of weak units, it'll cause monstrous damages - but only during one turn. | |
![]() | Summon Fire Elemental | Tears | 3 | 45 | Summons 13 Fire Elemental | Rather powerful shooters, but it's worthless on such high level. |
![]() | Fire Magic I | Neutral | 1 | 0 (passive ability) | Increases magic power +3, when hero casts Fire spells. | If we are gonna specialize in Fire Magic it's good choice. |
![]() | Fire Magic II | Neutral | 2 | 0 (passive ability) | Increases magic power +3, when hero casts Fire spells. Requires Fire Magic I | Like above |
![]() | Fire Magic III | Neutral | 3 | 0 (passive ability) | Increases magic power +3, when hero casts Fire spells. Requires Fire Magic II | Like above |
![]() | Fire bolt | Blood | 1 | 15 | Cause 493 damages to chosen unit | It's really powerful hit - useful at the beginning |
![]() | Fireball | Blood | 2 | 30 | Cause 284 damages to chosen unit and half of it in nearest area (field 3x3) | Damages are very small. |
![]() | Fire storm | Blood | 3 | 45 | Cause 149 fire damages on 5x5 field. Requires Fireball | 15th level hero shouldn't invest in damaging spells |
![]() | Immolation | Blood | 2 | 0(passive ability) | All fire spells cause 21% more damages during first two turns. | It's better to buff units, than damages. |
![]() | Frenzy | Blood | 3 | 55 | Chosen unit (friendly or enemy's) attacks nearest troop with 5% bonus to attack. It doesn't consume unit's action. | Who would need that? It also spends large amount of mana |
![]() | Inner Fire | Blood | 1 | 10 | Rises unit's attack about 56% and its initiative by 10. Lasts 2 turns. | Very useful and powerful spell - especially in upgraded version. |
![]() | Mass Inner Fire | Blood | 2 | 40 | +25% and +5 initiative to all hero's army. Lasts 2 turns. Requires Inner Fire. | One of the most powerful ability in the game |
Earth
Available for: Haven, Sanctuary, Stronghold, Necropolis, Inferno
![]() | Name | Reputation | Level | Mana cost | Description | Remarks |
![]() | Regeneration | Tears | 1 | 15 | Heals unit's 147 HP per turn. Lasts 5 turns. | Very useful at the beginning of a game. |
![]() | Mass Regeneration | Tears | 2 | 40 | Heals all army 54 HP per turn. Lasts 5 turn. Requires Regeneration. | Not very useful at this stage of game. |
Rockwalls | Tears | 2 | 40 | Creates stone-cover, which disappear after 2 turns. | Worthless | |
![]() | Summon Earth Elemental | Tears | 3 | 45 | Summon 11 Earth Elementals | Earth Elementals are rather strong and regenerate very fast, but rather not useful at this stage of the game. |
![]() | Stone Skin | Tears | 1 | 15 | Decreases physical damages about 39%. Lasts 5 turns | Quite powerful, but there are better spells. |
![]() | Mass Stone Skin | Tears | 2 | 40 | Decreases physical damages for all army about 18%. Lasts 5 turns. Requires Stone Skin. | Rather powerful but medium useful. |
![]() | Petrification | Tears | 3 | 45 | Changes unit (friendly or enemy's) in a stone for 5 turns, protecting it from all damages. Charmed enemies can't move, our troops can but it cancels a spell. | It's better to invest in blindness (light magic) |
![]() | Earth Magic I | Neutral | 1 | 0 (passive ability) | Increases magic power +3, when hero casts Earth spells. | If we are gonna specialize in Earth Magic it's good choice. |
![]() | Earth Magic II | Neutral | 2 | 0 (passive ability) | Increases magic power +3, when hero casts Earth spells. Requires Earth Magic I. | Like above |
![]() | Earth Magic III | Neutral | 3 | 0 (passive ability) | Increases magic power +3, when hero casts Earth spells. Requires Earth Magic II | Like above |
![]() | Erosion | Blood | 2 | 15 | Causes 2 damage points to chosen wall or tower | It's like one hit of big unit - rather not good ability. |
![]() | Earthquake | Blood | 3 | 45 | Causes 3 damage points to all walls and towers in a 4x4 area. Hit units (all) get stunned. | Very useful during sieges - we'll quickly destroy gates and nearest walls. |
![]() | Poison Cloud | Blood | 3 | 55 | Cause 156 damages per turn to every unit which move through poisoned area (3x3). Lasts til the end of battle. | Kind a useful during sieges, but there are better abilities. |
Water
Available for: Sanctuary, Stronghold, Necropolis
![]() | Name | Reputation | Level | Mana cost | Description | Remarks |
![]() | Ice Armor | Tears | 1 | 15 | +24 to unit's defence. Who attacks it, is affected with chill. Lasts 4 turns. | Useful, if we push our troop to much forward. |
![]() | Mass Ice Armor | Tears | 2 | 40 | +10 to all army defence. All enemies who attacked get chilled. Lasts 4 turns, requires Ice Armor. | Powerful strengthening of our army |
![]() | Ice Wall | Tears | 2 | 30 | Creates on chosen area wall 3x1 fields. Nearest units get chilled. It's counted like a cover. | Rather worthless, unless you want to protect your shooters (but they lost a turn) |
![]() | Summon Water Elemental | Tears | 3 | 45 | Summon 9 Water Elementals | On this stage of a game summoning is a bad idea. |
![]() | Frozen Ground | Tears | 2 | 30 | Creates invisible for enemy frozen ground (3x3 fields). If opponent's unit come up to it, it lose a turn, revealing localisation of a trap. | Useful during sieges. |
![]() | Water Magic I | Neutral | 1 | 0 (passive ability) | Increases magic power +3, when hero casts Water spells. | If we are gonna specialize in Water Magic it's good choice. |
![]() | Water Magic II | Neutral | 2 | 0 (passive ability) | Increases magic power +3, when hero casts Water spells. Requires Water Magic I. | Like above |
![]() | Water Magic III | Neutral | 3 | 0 (passive ability) | Increases magic power +3, when hero casts Water spells. Requires Water Magic II. | Like above |
![]() | Eternal Winter | Neutral | 2 | 0 (passive ability) | Chill effect lasts 1 turn longer. | Huge improvement for all Water Magic abilities. Worthy if we specialize in it. Especially combined with Mass Ice Armor. |
Ice Bolt | Blood | 1 | 15 | Cause 155 to unit. It gets frozen. | Useful if we are going to get rid of some unit for few turns. | |
![]() | Blizzard | Blood | 2 | 30 | Creates a blizzard on the area 4x4 fields which causes 75 damages and chills all enemies inside this ground. Lasts 2 turns. | It's worthless. |
![]() | Circle of Winter | Blood | 3 | 45 | Causes 212 damages in a circle (3x3) chosen by a player. Hit units are chilled. | At this stage of the game - useless. |
Ice Breaker | Blood | 2 | 0 (passive ability) | Hero's units get +72 to luck during attacking frozen enemies. It's cancelled frozing effect. | Frozen is rarely effect - we'll rather chill our enemies. |
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