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{{Secondary skills}}
{{Secondary skills}}
{{Secondary skill
{{Secondary skill
  | B_effect = 25% of creatures normally fleeing from your army offer to join. Cost of surrendering is reduced by 20%.
  | B_effect = allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 20%.
  | A_effect = 50% of creatures normally fleeing from your army offer to join. Cost of surrendering is reduced by 40%.
  | A_effect = allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 40%.
  | E_effect = All creatures normally fleeing from your army offer to join. Cost of surrendering is reduced by 60%. }}
  | E_effect = allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 60%.}}


'''Diplomacy''' is a [[secondary skill]], that increases the chance [[wandering creature]]s will offer to join the hero's army and lowers the cost of [[surrender]]ing to another hero. Adiitionally, Diplomacy enables hero to learn [[primary skill]]s from [[Library of Enlightenment]] earlier than experience level 10. With Basic Diplomacy hero has to be at least on level 8, with Advanced Diplomacy on level 6 and with Expert Diplomacy on level 4 to receive +2 to all primary skills from Library of Enlightment.
'''Diplomacy''' is a [[secondary skill]], that increases the chance [[wandering creature]]s will offer to [[join]] the hero's army and lowers the cost of [[surrender]]ing to another hero. Additionally, Diplomacy enables hero to learn [[primary skill]]s from [[Library of Enlightenment]] earlier than experience level 10. With Basic Diplomacy the hero has to be at least on level 8, with Advanced Diplomacy on level 6 and with Expert Diplomacy on level 4 to receive +2 to all primary skills from Library of Enlightenment.


'''Heroes with Diplomacy as a starting skill:'''
'''Heroes with Diplomacy as a starting skill:'''
* {{Adela}} (basic)
* {{H2|Adela|Cleric}} (basic)
* {{Cyra}} (basic)
* {{H2|Cyra|Wizard}} (basic)
* {{Ryland}} (basic)
* {{H2|Ryland|Ranger}} (basic)


== Basis of joining ==
== Basis of joining ==
Whether or not the wandering monsters will join you for "greater glory" or at price, depends not only on a hero's level of Diplomacy, but also on several other factors (see also External Links below).
Whether or not the wandering creatures will join you for "greater glory" or at price, depends not only on a hero's level of Diplomacy, but also on several other factors (for details, see also External Links below). For creatures with a randomized chance to join, the chance can be summed up in the following way:


First, the primary skills of a hero and the strength of the army that this hero leads are combined and then compared with the strength of the wandering monsters. The greater the relative strength of the hero’s army, the more likely it is that the monsters will join.
* [[Army strength]]
** 40% bonus with expert [[Diplomacy]] (30% chance to hire) if the army is 3 times the strength of the creatures
** 30% bonus with advanced [[Diplomacy]] (20% chance to hire) if the army is 2.5 times the strength
** 20% bonus with basic [[Diplomacy]] (10% chance to hire) if the army is 2 times the strength
** 10% bonus if the army is 1.5 times the strength of the creatures
** 10% penalty if the army is weaker than the creatures
** 20% penalty if the army is less than half the strength
** 30% penalty if the army is less than a third of the strength
* Army composition
** 20% bonus if over 50% (creature count) of the hero's army consists of the same type (up/downgrade) of creatures
** 10% bonus if there's at least one creature of the same type (up/downgrade) in the hero's army
* [[Diplomacy]]
** 30% bonus for expert
** 20% bonus for advanced
** 10% bonus for basic


Second, the chance that wandering monsters join is increased when the hero’s army contains at least one upgraded or non-upgraded creature of the same type as the wandering monsters. The chance of joining is further increased when more than half of the creatures in a hero’s army are of the same type as the wandering monsters. Note that fire and energy elementals, water and ice elementals, and earth and magma elementals are considered different creature types, even though the latter of each pair is an upgrade of the former.
In total, this allows for a 90% chance to join (60% free, 30% hire) if all the conditions are met.


Third, when playing at easy difficulty, heroes receive a diplomacy bonus, even when they have not learned the skill. This does not affect heroes with expert diplomacy, but basic diplomacy acts as advanced diplomacy, and advanced diplomacy as expert diplomacy.
Note that fire and energy elementals, water and ice elementals, and earth and magma elementals are considered different creature types, even though the latter of each pair is an upgrade of the former.


Fourth, these three factors together are compared to the aggressiveness of the wandering monsters. A group of wandering monsters that the mapmaker has set to ‘compliant’ will always join, whereas a group of ‘savage’ wandering monsters will never join. The default setting is ‘aggressive’, meaning that at the beginning of the game the aggressiveness of each group of wandering monsters is pseudo-randomly determined to range from as high as those of ‘savage’ monsters, to so low that creatures may join even when neither diplomacy, nor any creatures of the same type are present. ‘Hostile’ monsters have a higher aggressiveness than ‘aggressive’ monsters but might still join, whereas ‘friendly’ monsters have a lower aggressiveness than ‘aggressive’ monsters but still often fight or flee.
When playing at easy difficulty, heroes receive a diplomacy bonus even when they have not learned the skill. No Diplomacy acts as basic Diplomacy, basic Diplomacy acts as advanced Diplomacy, while advanced and expert diplomacy act as expert Diplomacy for the purpose of joining.


== Discussion ==
== {{withhota}} {{hota}} ==
Diplomacy together with [[Visions]] forms a powerful combination, that allows hero to easily see which wandering monsters will join (for fee) and which will flee. This will greatly enhance hero's ability wander and scout areas giving an early lead in the game an possibly victory. As other towns typically has to combine differently [[alignment|aligned]] creatures recieved with Diplomacy causing them to suffer from bad [[morale]], [[Necropolis]] can [[Skeleton Transformer|transform]] these creatures into [[Skeleton]]s (or possible [[Bone Dragon]]s) and avoid this side-effect.
On all standard random map templates, monsters now only join for money, and only half the group for the price of the entire group; these settings can be altered in the map and template editors.


Often on tournament and multiplayer games, Diplomacy skill is regarded as overpowering secondary skill and is frequently banned from competitive play.
==Description==
Diplomacy reduces the cost of [[surrender]]ing, and increases the chance of wandering monsters joining you, be it 'for greater glory' or at a price.
 
== Importance ==
{{fanopinion}}
 
For early development, Diplomacy really rocks. It is a good idea to bring almost all troops to the army of a hero with Diplomacy, so that his/her army is stronger at the moment of potential units' joining, thus increasing the possibility to join. However, keep in mind there should be a free slot, or the hero has same units as those on the map (basic and upgraded units are the different, e.g. you cannot unite [[Swordsmen]] with [[Crusader]]s outside a town with the upgraded dwelling of the latter!) Otherwise, the hero will have to dismiss some of his/her units. Summoning units from the home faction is especially brilliant, as they won't spoil [[morale]] and will become an integral part of your army.
 
Morale negative bonus for 3+ factions and for having [[undead]] in the army is "the other side of the medal", however, the "diplomat" can share the newcoming troops with fellow heroes (e.g. if you play for [[Castle]], one of your heroes will use a [[Rampart]] stack, the other one gets a [[Tower]] stack, etc.). Even more useful will be putting troops summoned via Diplomacy into town garrisons, as [[Tavern]] is increasing morale and usually present in towns. Moreover, getting someone strong but without enough speed will slow your hero down when moving on the map, so that unit will be more useful for defending a town. Having a hero with [[Leadership]] is a nice thing, as that hero may be the one to use units from various factions.


==Description==
One of the units who are decent for getting via Diplomacy are [[Minotaur and Minotaur King|Minotaurs]] who have always positive morale, as well as [[Elementals]] and [[Stone Golem and Iron Golem|Golems]], as they are immune to it. Summoning [[undead]] will spoil morale of anyone else, but undead creatures themselves aren't affected by that factor, and a good stack of [[Vampire and Vampire Lord|Vampire Lords]], [[Lich and Power Lich|Liches]], or [[Black Knight and Dread Knight|Black/Dread Knights]] is a big reinforcement to any army.
Diplomacy reduces the cost of [[surrender]]ing, and increases the chance of wandering monsters joining you, be it 'for greater glory' or at a price.


Diplomacy together with [[Visions]] spell forms a powerful combination that allows a hero to easily see which wandering monsters will join and which will flee. This will greatly enhance the hero's ability to scout areas, giving an early lead in the game and possibly an early victory. As other towns typically cause differently [[alignment|aligned]] creatures to suffer from bad morale, [[Necropolis]] can transform 1st level creatures into [[Skeleton]]s and avoid this side effect, using [[Skeleton Transformer]].


In the endgame, Diplomacy is losing its power, as most wandering monsters are already eliminated from the map, and it's unlikely that someone who could really help your army which is already very big will join (i.e. there is a low opportunity to get 10 [[Angel and Archangel|Archangels]] or someone like this) - strong wanderers usually don't join, as they are in map's keypoints and guard something important. Often in tournament and multiplayer games, Diplomacy skill is regarded as an overpowered secondary skill and is frequently banned from competitive play.


== Chance to get ==
{{ZET SEC SKILL CHANCE TABLE| 4| 7 (highest)| 4| 4| 3| 4| 4| 3| 2| 4| 3| 4| 1 (lowest)| 3| 1 (lowest)| 2| 2| 4| 5| 2}}
|}


== Tips ==
'''Recommended for:''' At least one hero, typically a support, on maps with wandering monsters that are not set to 'savage', but  preferably to 'aggressive' (i.e., the default setting).
'''Recommended for:''' At least one hero, typically a support, on maps with wandering monsters that are not set to 'savage', but  preferably to 'aggressive' (i.e., the default setting).


Although a main hero's attack and defense skill help in convincing wandering monsters to join, it typically works well to let a support hero learn this skill instead. This support hero can then borrow troops from your main hero to convince wandering monsters to join and return the troops immediately after. This saves your main hero a skill slot and potentially a lot of movement points.
Although a main hero's attack and defense skill help in convincing wandering monsters to join, it typically works well to let a support hero learn this skill instead. This support hero can then borrow troops from your main hero to convince wandering monsters to join and return the troops immediately after. This saves your main hero a skill slot and potentially a lot of movement points.


== External links ==
== External links ==
* [http://heroescommunity.com/viewthread.php3?TID=28341 Diplomacy internals] - thread on [http://heroescommunity.com HeroesCommunity]
* [http://heroescommunity.com/viewthread.php3?TID=28341 Diplomacy internals] - thread on [http://heroescommunity.com HeroesCommunity]
* [http://www.scribd.com/doc/215189069/Heroes-of-might-and-magic-III-strategy-guide Tribute to strategists: Heroes of Might and Magic III Manual] by Rainalkar, pp. 22-25.
* [http://www.scribd.com/doc/215189069/Heroes-of-might-and-magic-III-strategy-guide Tribute to strategists: Heroes of Might and Magic III Manual] by Rainalkar, pp. 22-25.
{{secondary skill 'see also'}}


[[Category: Secondary skills]]
[[Category: Secondary skills]]
__NOTOC__
__NOTOC__

Revision as of 12:27, 6 March 2021

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Diplomacy
Basic Diplomacy: allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 20%.
Advanced Diplomacy: allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 40%.
Expert Diplomacy: allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 60%.

Diplomacy is a secondary skill, that increases the chance wandering creatures will offer to join the hero's army and lowers the cost of surrendering to another hero. Additionally, Diplomacy enables hero to learn primary skills from Library of Enlightenment earlier than experience level 10. With Basic Diplomacy the hero has to be at least on level 8, with Advanced Diplomacy on level 6 and with Expert Diplomacy on level 4 to receive +2 to all primary skills from Library of Enlightenment.

Heroes with Diplomacy as a starting skill:

Basis of joining

Whether or not the wandering creatures will join you for "greater glory" or at price, depends not only on a hero's level of Diplomacy, but also on several other factors (for details, see also External Links below). For creatures with a randomized chance to join, the chance can be summed up in the following way:

  • Army strength
    • 40% bonus with expert Diplomacy (30% chance to hire) if the army is 3 times the strength of the creatures
    • 30% bonus with advanced Diplomacy (20% chance to hire) if the army is 2.5 times the strength
    • 20% bonus with basic Diplomacy (10% chance to hire) if the army is 2 times the strength
    • 10% bonus if the army is 1.5 times the strength of the creatures
    • 10% penalty if the army is weaker than the creatures
    • 20% penalty if the army is less than half the strength
    • 30% penalty if the army is less than a third of the strength
  • Army composition
    • 20% bonus if over 50% (creature count) of the hero's army consists of the same type (up/downgrade) of creatures
    • 10% bonus if there's at least one creature of the same type (up/downgrade) in the hero's army
  • Diplomacy
    • 30% bonus for expert
    • 20% bonus for advanced
    • 10% bonus for basic

In total, this allows for a 90% chance to join (60% free, 30% hire) if all the conditions are met.

Note that fire and energy elementals, water and ice elementals, and earth and magma elementals are considered different creature types, even though the latter of each pair is an upgrade of the former.

When playing at easy difficulty, heroes receive a diplomacy bonus even when they have not learned the skill. No Diplomacy acts as basic Diplomacy, basic Diplomacy acts as advanced Diplomacy, while advanced and expert diplomacy act as expert Diplomacy for the purpose of joining.

Horn of the Abyss Horn of the Abyss

On all standard random map templates, monsters now only join for money, and only half the group for the price of the entire group; these settings can be altered in the map and template editors.

Description

Diplomacy reduces the cost of surrendering, and increases the chance of wandering monsters joining you, be it 'for greater glory' or at a price.

Importance

User commentary

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For early development, Diplomacy really rocks. It is a good idea to bring almost all troops to the army of a hero with Diplomacy, so that his/her army is stronger at the moment of potential units' joining, thus increasing the possibility to join. However, keep in mind there should be a free slot, or the hero has same units as those on the map (basic and upgraded units are the different, e.g. you cannot unite Swordsmen with Crusaders outside a town with the upgraded dwelling of the latter!) Otherwise, the hero will have to dismiss some of his/her units. Summoning units from the home faction is especially brilliant, as they won't spoil morale and will become an integral part of your army.

Morale negative bonus for 3+ factions and for having undead in the army is "the other side of the medal", however, the "diplomat" can share the newcoming troops with fellow heroes (e.g. if you play for Castle, one of your heroes will use a Rampart stack, the other one gets a Tower stack, etc.). Even more useful will be putting troops summoned via Diplomacy into town garrisons, as Tavern is increasing morale and usually present in towns. Moreover, getting someone strong but without enough speed will slow your hero down when moving on the map, so that unit will be more useful for defending a town. Having a hero with Leadership is a nice thing, as that hero may be the one to use units from various factions.

One of the units who are decent for getting via Diplomacy are Minotaurs who have always positive morale, as well as Elementals and Golems, as they are immune to it. Summoning undead will spoil morale of anyone else, but undead creatures themselves aren't affected by that factor, and a good stack of Vampire Lords, Liches, or Black/Dread Knights is a big reinforcement to any army.

Diplomacy together with Visions spell forms a powerful combination that allows a hero to easily see which wandering monsters will join and which will flee. This will greatly enhance the hero's ability to scout areas, giving an early lead in the game and possibly an early victory. As other towns typically cause differently aligned creatures to suffer from bad morale, Necropolis can transform 1st level creatures into Skeletons and avoid this side effect, using Skeleton Transformer.

In the endgame, Diplomacy is losing its power, as most wandering monsters are already eliminated from the map, and it's unlikely that someone who could really help your army which is already very big will join (i.e. there is a low opportunity to get 10 Archangels or someone like this) - strong wanderers usually don't join, as they are in map's keypoints and guard something important. Often in tournament and multiplayer games, Diplomacy skill is regarded as an overpowered secondary skill and is frequently banned from competitive play.

Chance to get

Town Class Chance to learn
Castle  Knight   4
Castle  Cleric   7 (highest)
Rampart  Ranger   4
Rampart  Druid   4
Tower  Alchemist   3
Tower  Wizard   4
Inferno  Demoniac   4
Inferno  Heretic   3
Necropolis  Death Knight   2
Necropolis  Necromancer   4
Dungeon  Overlord   3
Dungeon  Warlock   4
Stronghold  Barbarian   1 (lowest)
Stronghold  Battle Mage   3
Fortress  Beastmaster   1 (lowest)
Fortress  Witch   2
Conflux  Planeswalker   2
Conflux  Elementalist   4
Cove  Captain   5
Cove  Navigator   2
Factory  Mercenary  {{{21}}}
Factory  Artificer  {{{22}}}


|}

Tips

Recommended for: At least one hero, typically a support, on maps with wandering monsters that are not set to 'savage', but preferably to 'aggressive' (i.e., the default setting).

Although a main hero's attack and defense skill help in convincing wandering monsters to join, it typically works well to let a support hero learn this skill instead. This support hero can then borrow troops from your main hero to convince wandering monsters to join and return the troops immediately after. This saves your main hero a skill slot and potentially a lot of movement points.

External links

See also: