User Guide

Move 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
obstacles on its way to the
designated location.
Melee Attack This orders a troop to attack the
target 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
direction 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 Pointer This cursor appears when you cast
the Sacrifice spell, allowing you to
choose the targets 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.
Combat 56
COMBAT SCREEN BUTTONS
Cast Spell: Opens the currently selected troop’s Spell Book so they can
cast a spell.
Defend: Orders the selected troop to take no action but defending
themselves, thus, increasing their Melee and Ranged Defence 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.
Auto 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 creatures will be left behind to die and your heroes will be
seriously 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 defence. 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
determined 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.
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