Hi everyone
I'm playing HOMAM IV just now and I'm on the 3rd mission, and there's something that's really annoying me! I've concentrated my monk on magic, and he is now a level 20 (ish) monk. The thing is, I can't get his nature magic beyond basic! Every time I level up it never gives me the option to increase it! It's always either Life magic or Order magic I get offered (plus some kind of combat one). Am I missing something that would let me train him up to higher levels of nature magic???
Thanks!
Heroes IV - How to advance in Nature magic?
Either that particular campaign doesn't allow advancement in Nature Magic at all (which I doubt), or you've just been caught in the strange, random skill advancement patterns of H4. When playing Gauldoth's campaign for the first time, I was never offered any boosts to his Nature skill, so he was stuck as a Necromancer for three missions.
- HodgePodge
- Round Table Knight
- Posts: 3530
- Joined: 06 Jan 2006
Forgive me for suggesting this but I'd use the code for giving heroes skills:
Select Hero at bottom right of screen -> Hit Tab Key -> type nwcathena -> choose which skill you wish & what level.
Then after you're done, save your game, quit out of it & relaunch. This will keep you from being branded a 'cheater' in the final score.
Good Luck
Edit: Oh, and while you're at it you can give your Monk (or any Hero) all spells too by using the all spells code: nwcisis.
Select Hero at bottom right of screen -> Hit Tab Key -> type nwcathena -> choose which skill you wish & what level.
Then after you're done, save your game, quit out of it & relaunch. This will keep you from being branded a 'cheater' in the final score.
Good Luck

Edit: Oh, and while you're at it you can give your Monk (or any Hero) all spells too by using the all spells code: nwcisis.
- darknessfood
- Round Table Hero
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- Black Ghost
- Conscript
- Posts: 219
- Joined: 06 Jan 2006
You can also ripp Gauldoth's campaign with ResEdit2, disable special skills like Necromancy & Summoning, and save back in heroes4 file.
In first map in first or second level-up you won't find Summoning anymore. Pick herbalism and enjoy building your demonologist.
It's better than cheating
In first map in first or second level-up you won't find Summoning anymore. Pick herbalism and enjoy building your demonologist.
It's better than cheating
"Set your enemies on fire, light a campfire, or roast a duck. It's an all purpose spell!"
- Firebolt (Chaos spell, level 2)
- Firebolt (Chaos spell, level 2)
Re: Heroes IV - How to advance in Nature magic?
It's quite difficult to alter the path once chosen for your hero.ironic_lettuce wrote: I'm playing HOMAM IV just now and I'm on the 3rd mission, and there's something that's really annoying me! I've concentrated my monk on magic, and he is now a level 20 (ish) monk. The thing is, I can't get his nature magic beyond basic! Every time I level up it never gives me the option to increase it! It's always either Life magic or Order magic I get offered (plus some kind of combat one). Am I missing something that would let me train him up to higher levels of nature magic???
If your hero has an advanced class (like the monk), at each level up, two of the three skill advancements offered will be from the two skills, that your class is made from.
AFAIR the third skill is random, but Combat has a greater percentage chance of popping up than any other skill.
What this means is, that once you've chosen the path of monk (order/life), two of your skill choices will be from those schools, and the third will very likely be Combat. You have to either hit some teachers with nature magic or pin your hopes on random luck.
Good luck with reaching Archmage.

- Black Ghost
- Conscript
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- Joined: 06 Jan 2006
ironic_lettuce, maybe this bit of theory will be helpful
All skill choices in level-up window depend on hero’s current class, so Druid will be offered Nature Magic, Monk Life & Order Magic and Ranger Combat & Scouting skills.
The chance of picking skills is also affected by your hero alignment. Knight and Priest will never get opposite magic (Death & Chaos Magic) unless you visit Uni or altar to learn Basic mastery of that magic. As for Barbs, they never get magic skills. First they must advance to other class, for instance Warlord.
Also magic heroes easier get magic skills. Non-magic ones also focus better on non-magic skill families. Moreover, non-magic skills enable you to specialize your hero like Lord: Nobility, Estates, Mining and Diplomacy are far independent from each other so 4 heroes all with same skill group can do different jobs. Some of them are bound to basic classes: Archer develops faster Archery, Barb faster Melee, Knight goes for Defense better while Death Knight for Offence.
Because Combat is vital, any hero will be offered it every three levels until Grandmaster mastery. But other Combat skills won’t be offered so often assuming your hero class doesn’t require them
To get a chance of new primary skill your hero needs at least 6 skill-points in each skill group he knows, for instance Monk: E.Life, A. Healing, B. Spirituality, E. Order, A.Enchant, B.Wizardy. Otherwise he/she still will be offered secondary skills or special skill.
So if your monk is from order you won't advcance in Nature unless you get either GM.Life or GM.Order or learn B.Herbalism
All skill choices in level-up window depend on hero’s current class, so Druid will be offered Nature Magic, Monk Life & Order Magic and Ranger Combat & Scouting skills.
The chance of picking skills is also affected by your hero alignment. Knight and Priest will never get opposite magic (Death & Chaos Magic) unless you visit Uni or altar to learn Basic mastery of that magic. As for Barbs, they never get magic skills. First they must advance to other class, for instance Warlord.
Also magic heroes easier get magic skills. Non-magic ones also focus better on non-magic skill families. Moreover, non-magic skills enable you to specialize your hero like Lord: Nobility, Estates, Mining and Diplomacy are far independent from each other so 4 heroes all with same skill group can do different jobs. Some of them are bound to basic classes: Archer develops faster Archery, Barb faster Melee, Knight goes for Defense better while Death Knight for Offence.
Because Combat is vital, any hero will be offered it every three levels until Grandmaster mastery. But other Combat skills won’t be offered so often assuming your hero class doesn’t require them
To get a chance of new primary skill your hero needs at least 6 skill-points in each skill group he knows, for instance Monk: E.Life, A. Healing, B. Spirituality, E. Order, A.Enchant, B.Wizardy. Otherwise he/she still will be offered secondary skills or special skill.
So if your monk is from order you won't advcance in Nature unless you get either GM.Life or GM.Order or learn B.Herbalism
"Set your enemies on fire, light a campfire, or roast a duck. It's an all purpose spell!"
- Firebolt (Chaos spell, level 2)
- Firebolt (Chaos spell, level 2)
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