Primary skill: Difference between revisions

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(why do we care about the spelling of the word defense -- if we really care, we can put it in the talk page i guess)
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| colspan=2 | Large primary skill symbols which recur through the game.
| colspan=2 | Large primary skill symbols which recur through the game.
|} '''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 after that, hero's advancement generally becomes more balanced.
|} '''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 after that, hero's advancement generally becomes more balanced.


== Attack skill ==
== Attack skill ==
Attack skill together with defense are the 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.
Attack skill together with defense are the 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.


== Defense skill ==
== Defense skill ==
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 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.


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 ==
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 receives the first point to power skill, he will still have only one point in power. After that, the points accumulate normally.


== Power skill ==
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 ==
== Knowledge skill ==
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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.
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 ==

Revision as of 10:28, 19 September 2016


Attack

Defense

Power

Knowledge
Large primary skill symbols which recur through the game.

Primary skills are characteristics of heroes and creatures. 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 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

Attack skill together with defense are the main factors affecting the amount of 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.


Defense skill

Defense skill together with attack are the main main factors affecting the amount of 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.


Power skill

Power (or sometimes spell power) is the main factor for damage and duration of the spells. 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 receives the first point to power skill, he will still have only one point in power. After that, the points accumulate normally.


Knowledge skill

The knowledge skill determines the maximum amount of spell points 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