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For other uses, see Charm.

Charm is a secondary skill in Heroes of Might and Magic IV. If the hero has a stronger army, the skill converts enemy army's creatures (neutral or belonging to a different faction) to the hero's ranks. Should the hero refuse, the creatures are not removed from the enemy army. It also reduces the cost of surrender.

Charm is related to the secondary skill Order Magic.

Levels[]

Basic[]

SkillBasicCharmIV

Basic Charm can convert 15% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 60 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 90% of normal. It requires the hero to learn Basic Order Magic.


Advanced[]

SkillAdvancedCharmIV

Advanced Charm can convert 20% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 60 experience points of creatures, plus 15% per level of the hero. The cost of surrendering is 80% of normal. It requires the hero to learn Basic Charm.


Expert[]

SkillExpertCharmIV

Expert Charm can convert 25% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 60 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 75% of normal. It requires the hero to learn Advanced Order Magic and Expert Charm.


Master[]

SkillMasterCharmIV

Master Charm can convert 30% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 60 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 70% of normal. It requires the hero to learn Expert Charm.


Grandmaster[]

SkillGrandmasterCharmIV

Grandmaster Charm can convert 35% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 60 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 65% of normal. It requires the hero to learn Expert Order Magic and Master Charm.

This is the final level of Charm skill, and does not unlock any additional skills. The hero can instead develop the Order Magic skill, if needed.

Bonuses[]

The efficiency can further be boosted through having the necklace artifact Necklace of Charm equipped to the hero.


Secondary skills in the Heroes of Might and Magic series
Heroes II Archery · Ballistics · Diplomacy · Eagle Eye · Estates · Leadership · Logistics · Luck · Mysticism · Navigation · Necromancy · Pathfinding · Scouting · Wisdom
Heroes III Air Magic · Archery · Armorer · Artillery · Ballistics · Diplomacy · Eagle Eye · Earth Magic · Estates · Fire Magic · First Aid · Intelligence · Leadership · Learning · Logistics · Luck · Mysticism · Navigation · Necromancy · Offense · Pathfinding · Resistance · Scholar · Scouting · Tactics · Water Magic · Wisdom
Heroes IV Might Combat (Melee · Archery · Magic Resistance) · Nobility (Estates · Mining · Diplomacy) · Scouting (Pathfinding · Seamanship · Stealth) · Tactics (Offense · Defense · Leadership)
Magic Chaos Magic (Conjuration · Pyromancy · Sorcery) · Death Magic (Occultism · Demonology · Necromancy) · Life Magic (Healing · Spirituality · Resurrection) · Order Magic (Enchantment · Wizardry · Charm) · Nature Magic (Herbalism · Meditation · Summoning)
Heroes V Faction Counterstrike · Gating · Necromancy · Avenger · Irresistible Magic · Artificer · Runelore · Blood Rage
General Attack · Dark Magic (Shatter Dark) · Defense · Destructive Magic (Shatter Destruction) · Enlightenment · Leadership · Light Magic (Shatter Light) · Logistics · Luck · Sorcery (Shout) · Summoning Magic (Shatter Summoning) · War Machines
Heroes VI Faction Guardian Angel · Necromancy · Gating · Bloodrage · Honor · Shroud of Malassa
Might Paragon · Realm · Tactics · Warcries · Warfare
Magic Air Magic · Dark Magic · Earth Magic · Fire Magic · Light Magic · Prime Magic · Water Magic
Heroes VII Faction Righteousness · Bloodrage · Metamagic · Necromancy · Nature's Revenge · Shroud of Malassa · Rune Magic
General Air Magic · Dark Magic · Defense · Destiny · Diplomacy · Earth Magic · Economy · Exploration · Fire Magic · Leadership · Light Magic · Offense · Paragon · Prime Magic · Warcries · Warfare · Water Magic
Olden Era Faction Ascension · Necromancy · Murmuring · Triumvirate's Strength · Summon Swarm · Abyssal Communion
General Arcane Magic · Battlecraft · Battle Magic · Daylight Magic · Defence · Diplomacy · Economy · Insight · Intelligence · Leadership · Logistics · Luck · Nightshade Magic · Offence · Primal Magic · Recruitment · Resistance · Scouting · Siegecraft · Sorcery · Summon Avatar · Tactics · Thaumaturgy