Mage Guild: Difference between revisions

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{{buildings}}
{{buildings}}
{{Mage Guilds}}
{{Mage Guilds}}
Mage guilds are structures that teaches heroes new [[spell]]s and only place where heroes can acquire a [[spell book]] for a price of 500 {{G}}. Mage guilds may be upgraded level-by-level up to fifth level in most of the towns. The exceptions are [[Stronghold]] and [[Fortress]] which may only upgrade mage guild up to level three, and [[Castle]] which may upgrade mage guild up to level four. Each level a selectively random set of spells becomes available at the guild. Selectively random means that different towns have different probabilities for specific spells. For example, [[Inferno]] towns have higher odds of having [[School of Fire Magic|fire school]] spells. A mage guild upgraded up to level five will teach:
Mage guilds are structures that teach heroes new [[spell]]s and only place where heroes can acquire a [[spell book]] for a price of 500 {{G}}. Mage guilds may be upgraded level-by-level up to the fifth level in most of the towns. The exceptions are [[Stronghold]] and [[Fortress]] which may only upgrade mage guild up to level three, and [[Castle]] which may upgrade mage guild up to level four. Each level a selectively random set of spells becomes available at the guild. Selectively random means that different towns have different probabilities for specific spells. For example, [[Inferno]] towns have higher odds of having [[School of Fire Magic|fire school]] spells. A mage guild upgraded up to level five will teach:
* Five 1st level spells
* Five 1st level spells
* Four 2nd level spells
* Four 2nd level spells
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* One 5th level spell
* One 5th level spell


Additionally, [[Tower]] with [[Library]] will teach one extra spell of each level, and [[Conflux]] with [[Aurora Borealis]] will teach every non-banned spell. It should be noted that the map maker can disable almost all spells - for some reason at least one spell has to be left available in map editor. This means that some or none of the slots may be left empty even if a mage guild is built or upgraded. In addition to variances in spell probabilities within each town, there are several spells that can not appear in each town's mage guild. They are as follows:
Additionally, [[Tower]] with [[Library]] will teach one extra spell of each level, and [[Conflux]] with [[Aurora Borealis]] will teach every non-banned spell. It should be noted that the map maker can disable almost all spells - for some reason at least one spell has to be left available in the map editor. This means that some or none of the slots may be left empty even if a mage guild is built or upgraded. In addition to variances in spell probabilities within each town, there are several spells that can not appear in each town's mage guild. They are as follows:


If a hero runs low on spell points he can refill at a Magic Well or he may stay overnight in a town with a Mage Guild.
If a hero runs low on spell points he can refill at a Magic Well or he may stay overnight in a town with a Mage Guild.


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{{Spell Probability table}}
{{Spell Probability table}}

Revision as of 05:45, 10 September 2018

Buildings
Halls
Village Hall
Town Hall
City Hall
Capitol
Fortifications
Fort
Citadel
Castle
Common
Blacksmith
Mage Guild
Marketplace
Resource Silo
Tavern
Specific
Artifact Merchants
Shipyard
Horde buildings
Grail buildings
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
Mage Guilds
Structure Cost Requirements Benefits
Mage Guild Level 1
 Wood
5
   Ore
5
       Gold
2000
• Village Hall Five level 1 spells become available for heroes to learn. Heroes are able to purchase a spell book for 500 Gold.
Mage Guild Level 2
 Wood
5
 Mercury
4
 Ore
5
 Sulfur
4
 Crystal
4
 Gem
4
 Gold
1000
• Mage Guild Level 1 Four level 2 spells become available for heroes to learn.
Mage Guild Level 3
 Wood
5
 Mercury
6
 Ore
5
 Sulfur
6
 Crystal
6
 Gem
6
 Gold
1000
• Mage Guild Level 2 Three level 3 spells become available for heroes to learn.
Mage Guild Level 4
 Wood
5
 Mercury
8
 Ore
5
 Sulfur
8
 Crystal
8
 Gem
8
 Gold
1000
• Mage Guild Level 3 Two level 4 spells become available for heroes to learn.
Mage Guild Level 5
 Wood
5
 Mercury
10
 Ore
5
 Sulfur
10
 Crystal
10
 Gem
10
 Gold
1000
• Mage Guild Level 4 One level 5 spell becomes available for heroes to learn.

Mage guilds are structures that teach heroes new spells and only place where heroes can acquire a spell book for a price of 500 Gold. Mage guilds may be upgraded level-by-level up to the fifth level in most of the towns. The exceptions are Stronghold and Fortress which may only upgrade mage guild up to level three, and Castle which may upgrade mage guild up to level four. Each level a selectively random set of spells becomes available at the guild. Selectively random means that different towns have different probabilities for specific spells. For example, Inferno towns have higher odds of having fire school spells. A mage guild upgraded up to level five will teach:

  • Five 1st level spells
  • Four 2nd level spells
  • Three 3rd level spells (highest mage guild in Stronghold and Fortress)
  • Two 4th level spells (highest mage guild in Castle )
  • One 5th level spell

Additionally, Tower with Library will teach one extra spell of each level, and Conflux with Aurora Borealis will teach every non-banned spell. It should be noted that the map maker can disable almost all spells - for some reason at least one spell has to be left available in the map editor. This means that some or none of the slots may be left empty even if a mage guild is built or upgraded. In addition to variances in spell probabilities within each town, there are several spells that can not appear in each town's mage guild. They are as follows:

If a hero runs low on spell points he can refill at a Magic Well or he may stay overnight in a town with a Mage Guild.

Template:Spell Probability table


Template:Unavailable Spells By Town