Wisdom: Difference between revisions

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'''Wisdom''' is a [[secondary skill]]s, that enables hero to learn spells of level 3 and higher depending on the level of the skill. Heroes without Wisdom skill can learn 1st and 2nd level spells. Wisdom at basic level enables hero to learn 3rd level spells, while Advanced and Expert Wisdom allows hero to cast and learn 4th and 5th level spells respectively.
'''Wisdom''' is a [[secondary skill]] that enables hero to learn 3rd, 4th and 5th level [[Spell|spells]] depending on the level of the skill. Heroes without Wisdom skill can learn 1st and 2nd level spells.


As opposed to what the manual states, Wisdom is not required to cast third or higher level spells, but rather to learn them. For example [[Solmyr]] can cast [[Chain Lighting]] which is a 4th level spell without having Advanced Wisdom. Every hero has a starting spell but only few have other than a first level. Additionally, it is possible to edit heroes through map editor to have any number of spells in their spell book. By default the following heroes have a higher level spell than their wisdom allows them to learn:
As opposed to what the manual states, Wisdom is not required to ''cast'' third or higher level spells, only to ''learn'' them. For example, [[Solmyr]] has 4th level spell ([[Chain Lightning]]) but he is still able to cast it without Advanced Wisdom. Also [[spell scroll]]s, Tomes of [[Tome of Air|Air]], [[Tome of Earth|Earth]], [[Tome of Fire|Fire]] and [[Tome of Water|Water]], and [[Spellbinder's Hat]] enable hero to cast any level of spell regardless of their level of Wisdom skill.
* [[Aislinn]] - [[Meteor Shower]]
* [[Alamar]] - [[Resurrection]]
* [[Coronius]] - [[Slayer]]
* [[Deemer]] - [[Meteor Shower]]
* [[Loynis]] - [[Prayer]]
* [[Solmyr]] - [[Chain Lightning]]


It's also worth noting that using [[Spell Scroll]]s and/or Tomes of Magic, it is possible for a hero to cast [[Spell#Adventure spells|Adventure spells]] that they shouldn't be able to learn because of their expertise (or lack thereof) in Wisdom.
Wisdom will be offered at level 6 for Might heroes and [[Elementalists]], and at level 3 for Magic heroes (exept Elementalists) if it was not offered before and the hero does not know Wisdom yet. In case Wisdom was declined, it will be offered again from whenever it was offered at most 6 levels later for Might heroes and Elementalists, and at most 3 levels later for Magic heroes (except Elementalists). In [[HotA]]{{-wh}} numbers for Elementalist class were changed to match the numbers for Magic oriented heroes.


'''Heroes with Wisdom as a starting skill:'''
'''Heroes with Basic Wisdom as a starting skill:'''
* [[File:Cleric portrait.gif]] All [[Cleric]]s except for {{Hn|Adelaide|0=}}, who starts with Advanced Wisdom
* [[File:Druid portrait.gif]] All [[Druid]]s except for {{Hn|Uland|0=}}, who starts with Advanced Wisdom (Basic in [[HotA]]{{-wh}})
* [[File:Wizard portrait.gif]] All [[Wizard]]s except for {{Hn|Astral|0=}} and {{Hn|Dracon|0=}} {{withmaped}}, who start with Advanced Wisdom
* [[File:Heretic portrait.gif]] All [[Heretic]]s
* [[File:Warlock portrait.gif]] All [[Warlock]]s, except for {{Hn|Jeddite|0=}}, who starts with Advanced Wisdom
* [[File:Battle Mage portrait.gif]] All [[Battle Mage]]s
* [[File:Witch portrait.gif]] All [[Witch]]es, except for {{Hn|Mirlanda|0=}}, who starts with Advanced Wisdom
* [[File:Elementalist portrait.gif]] All [[Elementalist]]s
* [[File:Navigator portrait.gif]] All [[Navigator]]s{{-wh}}
* [[File:Artificer portrait.gif]] All [[Artificer]]s{{-wh}} except for {{Hn|Agar|0=}}, who starts with Advanced Wisdom
* {{H2|Aislinn|Necromancer}}
* {{H2|Rashka|Demoniac}}


All magic heroes start with Basic Wisdom except Necromancers and the following exceptions:
== Chance to get ==
* [[Adelaide]] the [[Cleric]] (Advanced)
{{Secondary skill chance explanation}}
* [[Aislinn]] the [[Necromancer]] (Basic)
{{ZET SEC SKILL CHANCE TABLE| 3| 7| 3| 8| 6|10 (highest)| 4| 8| 6| 8| 3|10 (highest)| 2 (lowest) {{withsod}}| 6| 2 (lowest) {{withsod}}| 8| 2 (lowest) {{withsod}}| 8| 1 (lowest){{-wh}}| 8| 3| 8}}
* [[Astral]] the [[Wizard]] (Advanced)
* [[Dracon]] the [[Wizard]] (Advanced)
* [[Jeddite]] the [[Warlock]] (Advanced)
* [[Mirlanda]] the [[Witch]] (Advanced)
* [[Rashka]] the [[Demoniac]] (Basic)
* [[Uland]] the [[Druid]] (Advanced)


== Discussion ==
{{user commentary|
Wisdom is nearly compulsory to every hero regardless of the faction, hero class or map size. It may be unnecessary in simple layout small or medium sized maps, where the game advances quickly and straightforward. In other words, the game never progress far enough for spells above level 3 to be required. Another exception would be, that [[Orb of Inhibition]] or [[Recanter's Cloak]] is found early in the game. However, at large and extra large maps wisdom is vital for all heroes.
Wisdom is perhaps the most essential Heroes 3 secondary skill. It should be learned by ''every'' hero and, when offered on basic level, never rejected (one may decline advanced or expert wisdom, if there is an extremely useful basic secondary skill proposed). Possibly except are those ones who are in a deep reserve, and whose job is just to summon troops from adventure map dwellings and collect weekly resources; however, in case of an unexpected battle they should be able, for example, to destroy significant part of enemy's troops with [[Armageddon]], to get quickly to a town via [[Town Portal]], and/or to [[Resurrection|resurrect]]/[[Animate Dead|animate]] units killed by enemy. In general, expert wisdom is not ''always'' a must (while [[Dimension Door]], [[Fly]], and [[Implosion]] are extremely mighty), but advanced wisdom is very important since abovementioned 4 level spells are not only powerful, they can change the whole gameplay, and [[Chain Lightning]], [[Clone]], and [[Berserk]] are also very powerful. 4th level of [[Mage Guild]] is arguably the best in the game. Moreover, it is the highest level of spells which can be learned by [[Eagle Eye]], [[Scholar]], or in a [[Shrine]] (the latter can provide 4th-level spells only in {{hota}}{{-wh}}).
 
Wisdom is nearly compulsory to every hero regardless of the faction, hero class or map size. It may be unnecessary in simple layout small or medium sized maps, where the game advances quickly towards the end. Another exception would be, that if [[Orb of Inhibition]] or [[Recanter's Cloak]] is found early in the game.
 
Heroes starting with Advanced Wisdom can guarantee themselves a random Magic school if they pick Expert Wisdom at second level (unlike Might heroes, e.g. Tazar, whose upgrade to Expert skill at level 2 might get them offered two useless skills).
 
=== Things that ruin Wisdom ===
* [[Spellbinder's Hat]]
* [[Tome of Air]]
* [[Tome of Earth]]
* [[Tome of Fire]]
* [[Tome of Water]]
}}{{end of user commentary}}
 
{{secondary skill 'see also'}}


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

Revision as of 15:59, 27 February 2024

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
Wisdom
Basic Wisdom: allows your hero to learn third level spells.
Advanced Wisdom: allows your hero to learn fourth level spells.
Expert Wisdom: allows your hero to learn fifth level spells.

Wisdom is a secondary skill that enables hero to learn 3rd, 4th and 5th level spells depending on the level of the skill. Heroes without Wisdom skill can learn 1st and 2nd level spells.

As opposed to what the manual states, Wisdom is not required to cast third or higher level spells, only to learn them. For example, Solmyr has 4th level spell (Chain Lightning) but he is still able to cast it without Advanced Wisdom. Also spell scrolls, Tomes of Air, Earth, Fire and Water, and Spellbinder's Hat enable hero to cast any level of spell regardless of their level of Wisdom skill.

Wisdom will be offered at level 6 for Might heroes and Elementalists, and at level 3 for Magic heroes (exept Elementalists) if it was not offered before and the hero does not know Wisdom yet. In case Wisdom was declined, it will be offered again from whenever it was offered at most 6 levels later for Might heroes and Elementalists, and at most 3 levels later for Magic heroes (except Elementalists). In HotA Horn of the Abyss numbers for Elementalist class were changed to match the numbers for Magic oriented heroes.

Heroes with Basic Wisdom as a starting skill:

Chance to get

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Castle  Knight   3
Castle  Cleric   7
Rampart  Ranger   3
Rampart  Druid   8
Tower  Alchemist   6
Tower  Wizard  10 (highest)
Inferno  Demoniac   4
Inferno  Heretic   8
Necropolis  Death Knight   6
Necropolis  Necromancer   8
Dungeon  Overlord   3
Dungeon  Warlock  10 (highest)
Stronghold  Barbarian   2 (lowest) Shadow of Death
Stronghold  Battle Mage   6
Fortress  Beastmaster   2 (lowest) Shadow of Death
Fortress  Witch   8
Conflux  Planeswalker   2 (lowest) Shadow of Death
Conflux  Elementalist   8
Cove Horn of the Abyss     Captain   1 (lowest) Horn of the Abyss
Cove Horn of the Abyss     Navigator   8
Factory Horn of the Abyss     Mercenary   3
Factory Horn of the Abyss     Artificer   8


User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

Wisdom is perhaps the most essential Heroes 3 secondary skill. It should be learned by every hero and, when offered on basic level, never rejected (one may decline advanced or expert wisdom, if there is an extremely useful basic secondary skill proposed). Possibly except are those ones who are in a deep reserve, and whose job is just to summon troops from adventure map dwellings and collect weekly resources; however, in case of an unexpected battle they should be able, for example, to destroy significant part of enemy's troops with Armageddon, to get quickly to a town via Town Portal, and/or to resurrect/animate units killed by enemy. In general, expert wisdom is not always a must (while Dimension Door, Fly, and Implosion are extremely mighty), but advanced wisdom is very important since abovementioned 4 level spells are not only powerful, they can change the whole gameplay, and Chain Lightning, Clone, and Berserk are also very powerful. 4th level of Mage Guild is arguably the best in the game. Moreover, it is the highest level of spells which can be learned by Eagle Eye, Scholar, or in a Shrine (the latter can provide 4th-level spells only in Horn of the Abyss Horn of the Abyss).

Wisdom is nearly compulsory to every hero regardless of the faction, hero class or map size. It may be unnecessary in simple layout small or medium sized maps, where the game advances quickly towards the end. Another exception would be, that if Orb of Inhibition or Recanter's Cloak is found early in the game.

Heroes starting with Advanced Wisdom can guarantee themselves a random Magic school if they pick Expert Wisdom at second level (unlike Might heroes, e.g. Tazar, whose upgrade to Expert skill at level 2 might get them offered two useless skills).

Things that ruin Wisdom


See also: