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'''Primary skills''' are characteristics of [[hero]]es and [[creature]]s. There are four different primary skills: attack, defense, spell power and knowledge. Attack and defense can be categorized as ''might skills'' while power and knowledge are ''magic skills''. Typically might heroes, like [[knight]]s and [[ranger]]s, advance more rapidly in might skills as for magic heroes, like [[necromancer]]s and [[wizard]]s, advance faster in magic skills. The advancement in primary skills vary considerably by the [[hero class]] on levels 1 to 9, but afeter that, hero's advancement generally becomes more balanced.
{|  cellspacing=3 style="float:right; border:1px solid grey; width:170px; margin: 0 0 0 0.5em"
 
|- valign=middle align=middle
== Attack skill ==
| [[Image:Attack_skill.png]]<br>Attack
[[Image:Attack_skill.png|right]]
| [[Image:Defense_skill.png]]<br>Defense
 
|- valign=middle align=middle
Attack skill together with defense are the main main factors affecting the amount of [[Damage calculation|damage]] creatures under hero's command deals. A hero's attack skill number is added to each of their creaturess attack rating, increasing the amount of damage they do in combat.
| [[Image:Power_skill.png]]<br>Power
 
| [[Image:Knowledge_skill.png]]<br>Knowledge
=== Spells altering attack skill ===
Mana spent skilled is the spent mana cost being reduced because of specialisation in the magic variant and thus having [[Earth Magic]], [[Fire Magic]], [[Water Magic]] or [[Air Magic]] (whatever school the spell is in, some first level or second level ones are universal and belong to more than one school) as a secondary skill (no matter if on basic, advanced or expert).
 
{|class="wikitable sortable"
!Spell!!Spell Level!!Mana spent!!Mana spent skilled!!Change!!AttackBuff!!AttackBuffAtAdvanced!!AttackBuffAtExpert
|-
|[[Bloodlust]]||1||-5||-4||Attack (Own)||+3||+6|| all own units
|-style="background-color: mistyrose;"
|[[Weakness]]||2||-8||-6||Attack (Enemy)||-3||-6|| all enemy units
|-
|[[Frenzy]]||4||-16||-12||Lose all Defense, gain some Attack|| Defense lost = Attack gained|| Attack gains 150% former Defense, Defense is lost|| Attack gains 200% former Defense, Defense is lost
|-style="background-color: mistyrose;"
|[[Precision]]||2||-8||-6||Ranged attack (own)||+3||+6||all own ranged units
|-
|-
|[[Slayer]]||4||-16||-12||Attack (own) against Level 7 Creatures||+8 against [[Dragon]]s, [[Hydra]]s, [[Behemoth]]s||+8 against [[Angel]]s, [[Devil]]s||+8 against [[Titan]]s
| colspan=2 | Primary skill symbols which recur almost in the same form throughout the game.
|-style="background-color: mistyrose;"
|} '''Primary skills''' are characteristics of [[hero]]es and [[creature]]s. There are four different primary skills: attack, defense, spell power and knowledge. Each time a hero reaches a new level, one of their primary skills is advanced by one point. Attack and defense can be categorized as ''might skills'' while power and knowledge are ''magic skills''. Might heroes, like [[Knight]]s and [[Ranger]]s, advance more rapidly in might skills as for magic heroes, like [[Necromancer]]s and [[Wizard]]s, advance faster in magic skills. The advancement in primary skills vary considerably by the [[hero class]] on levels 1 to 9, but after that, hero's advancement generally becomes more balanced.
|[[Prayer]]||4||-16||-12||[[Speed]], [[Attack]], [[Defense]] increased||[[Speed]], [[Attack]], [[Defense]] increase by +2||[[Speed]], [[Attack]], [[Defense]] increase by +4 || all own units
|}


== Defense skill ==
'''Attack skill''' together with defense are the main factors affecting the amount of [[Damage calculation|damage]] creatures deals under the hero's command. A hero's attack skill value is added to each of the stack's attack rating, increasing the amount of damage they can inflict in combat.
[[Image:Defense_skill.png|right]]


Defense skill together with attack are the main main factors affecting the amount of [[Damage calculation|damage]] creatures under hero's command deals. A hero's defense skill is added to each of their army creature's defense rating, which decreases the amount of damage they take from enemy attacks.
'''Defense skill''' works in similar way to attack skill. Heroes' defense skill is added to the defense rating of each of the creatures in their army, which decreases the amount of damage they take from enemy attacks.


It should be noted, that while ''defen<u>c</u>e'' is acceptable spelling, it is always spelled ''defen<u>s</u>e'' in {{homm}} (with the exception of {{hc}}, where it is spelled ''defence'').
'''Power skill''' (or sometimes ''spell power'') is the main factor for duration of the spells and the amount of damage they cause.  


'''Knowledge skill''' determines the maximum amount of [[spell point]]s a hero may have. It is calculated by multiplying knowledge with 10, so knowledge of 13 would give a hero a natural maximum of 130 spell points. With the [[Intelligence]] secondary skill, this natural maximum can be increased up to double. Additionally, visiting a [[mana vortex]] or a [[magic spring]] hero can temporarily double the spell points, which means that with expert intelligence, the maximum spell points will be quadrupled from original amount.


=== Spells altering defense ===
By default, all heroes have at least one point in every primary skill. However, a map-maker can set the starting skill to 0. In that case, the hero will look and function as if the value would be one. When the hero receives the first point to the skill, he will still have only one point in it, but after that the points accumulate normally.
{|class="wikitable sortable"
!Spell!!Spell Level!!Mana spent!!Mana spent skilled!!Change!!DefenseBuff!!DefenseBuffAtAdvanced!!DefenseBuffAtExpert
|-
|[[Frenzy]]||4||-16||-12||Loose all Defense, gain some Attack|| Defense set to 0, Attack gained is former Defense|| Defense set to 0, Attack gains 150% former Defense || Defense set to 0, Attack gains 200% former Defense
|-style="background-color: lightsteelblue;"
|[[Prayer]]||4||-16||-12||[[Speed]], [[Attack]], [[Defense]] increased||[[Speed]], [[Attack]], [[Defense]] increase by +2||[[Speed]], [[Attack]], [[Defense]] increase by +4 || all own units
|-
|[[Shield]]||1||-5||-4||Reduction of melee damage (not ranged one)||-15 % damage taken by melee damage||-30 % damage taken by melee damage|| all own units
|-style="background-color: lightsteelblue;"
|[[Stone Skin]]||1||-5||-4||Defense rating increase||+3||+6|| all own units
|-
|[[Air Shield]]||3||-12||-9||Reduction of ranged damage (not melee one)||-25% damage taken by ranged attacks||-50% damage taken by ranged attacks|| all own units
|}
 
Frenzy and Prayer from the "attack modifying spells" were mentioned before so they are the first spells to be mentioned in defense modifying spells here.
 
[[Stone Skin]] is worse than [[Shield]].
[[Air Shield]] is bugged and increases the damage from [[Arrow Towers]].
The Spells stack and can be used in paralell (only 3 effected spells are displayed - maybe using a 4th spell overrides spells stored so far).
 
== Power skill ==
[[Image:Power_skill.png|right]]
Power (or sometimes ''spell power'') is the main factor for damage and duration of the [[spell]]s. By default, all heroes start with at least one point in this skill. However, a map-maker can set the starting skill to 0. In that case, the hero will look and function as if he had power of one point. When the hero recieves the first point to power skill, he will still have only one point in power. After that, the points accumulate normally.
 
== Knowledge skill ==
[[Image:Knowledge_skill.png|right]]
The knowledge skill determines the maximum amount of [[spell point]]s a hero may have. It is calculated by multiplying knowledge with ten, so knowledge of 13 would give a hero a natural maximum of 130 spell points. With the secondary skill [[intelligence]], this natural maximum can be increased up to a 100%, which will double the hero's maximum spell points. Additionally, with [[mana vortex]] or [[magic spring]] hero can temporarily double the spell points, which means that with expert intelligence, the maximum spell points will be quadrupled from original amount.
 
Like with power, all heroes typically start with at least one point in this skill. However, a mapmaker may set the starting skill to 0. In that case, the hero will look and function as if he had 1 point, but when he receives his first point, it will not have any effect.


== See also ==
== See also ==
* [[Damage calculation]]
* [[Damage calculation]]


[[Category: Primary skills|*]]
{{primary skill navigational box}}
[[Category: Terms]]
 
[[Category: Heroes]]
__NOTOC__

Revision as of 13:20, 25 November 2018


Attack

Defense

Power

Knowledge
Primary skill symbols which recur almost in the same form throughout the game.

Primary skills are characteristics of heroes and creatures. There are four different primary skills: attack, defense, spell power and knowledge. Each time a hero reaches a new level, one of their primary skills is advanced by one point. Attack and defense can be categorized as might skills while power and knowledge are magic skills. Might heroes, like Knights and Rangers, advance more rapidly in might skills as for magic heroes, like Necromancers and Wizards, advance faster in magic skills. The advancement in primary skills vary considerably by the hero class on levels 1 to 9, but after that, hero's advancement generally becomes more balanced.

Attack skill together with defense are the main factors affecting the amount of damage creatures deals under the hero's command. A hero's attack skill value is added to each of the stack's attack rating, increasing the amount of damage they can inflict in combat.

Defense skill works in similar way to attack skill. Heroes' defense skill is added to the defense rating of each of the creatures in their army, which decreases the amount of damage they take from enemy attacks.

Power skill (or sometimes spell power) is the main factor for duration of the spells and the amount of damage they cause.

Knowledge skill determines the maximum amount of spell points a hero may have. It is calculated by multiplying knowledge with 10, so knowledge of 13 would give a hero a natural maximum of 130 spell points. With the Intelligence secondary skill, this natural maximum can be increased up to double. Additionally, visiting a mana vortex or a magic spring hero can temporarily double the spell points, which means that with expert intelligence, the maximum spell points will be quadrupled from original amount.

By default, all heroes have at least one point in every primary skill. However, a map-maker can set the starting skill to 0. In that case, the hero will look and function as if the value would be one. When the hero receives the first point to the skill, he will still have only one point in it, but after that the points accumulate normally.

See also