Mysticism: Difference between revisions
No edit summary |
|||
(4 intermediate revisions by 2 users not shown) | |||
Line 29: | Line 29: | ||
=={{hota}}== | =={{hota}}== | ||
In [[Horn of the Abyss]]{{-wh}}, the skill regenerates 5, 10, and 15 spell points per day. | In [[Horn of the Abyss]]{{-wh}}, the skill regenerates 5, 10, and 15 spell points per day. | ||
== Comparison with [[Intelligence]] == | |||
Both Intelligence and Mysticism increase the amount of mana the hero can spend before returning to their town (as spending a night at a town with a [[Mage Guild]] replenishes hero's mana pool). Assuming that heroes use a certain average amount of mana each day, and that the moment a hero runs out of mana they immediately return to one of their towns to replenish it, Mysticism is superior to Intelligence as long as the hero's average daily mana spending is less than 6 / 3.8 / 3 times their daily mana regeneration bonus from Mysticism respectively for Basic / Advanced / Expert Intelligence. | |||
In simpler terms, Mysticism is preferable to Intelligence if on average, the hero spends ''at most'' 6 / 7.6 / '''9''' {{ws}} (24 / 34.2 / '''42''' {{wh}}) mana per day (for Basic, Advanced and Expert respectively, assuming Mysticism and Intelligence are at the same level of proficiency). | |||
Obviously, these assumptions do not apply if the hero has easy access to [[well]]s, [[magic spring]]s, the [[mana vortex]] or the [[Wizard's Well]] artifact. | |||
== Chance to get == | == Chance to get == | ||
Line 35: | Line 42: | ||
{{user commentary| | {{user commentary| | ||
In the traditional Heroes 3 Mysticism is usually ignored by players. There are opportunities to restore all mana points, namely [[Magic Well]]s and towns with a [[Mage Guild]], and a [[Magic Spring]] or [[Mana Vortex]] in [[Dungeon]] will double them. However, on rare occasions when a map doesn't have many places to reload mana it can be useful (e.g. on the map [[Azure Dragons (campaign scenario)|Azure Dragons]], the last scenario of [[Dragon Slayer]] campaign, Mage Guilds are absent in towns - while there is still a low possibility that you learn Mysticism, since you should win first three scenarios in order to proceed to the last one, and they aren't freebies, thus requiring [[Dracon]] to learn something stronger than Mysticism). In {{hota}}{{-wh}}, Mysticism earns much more spell points, and on expert level it allows to cast some high-level spells every day. | In the traditional Heroes 3, Mysticism is usually ignored by players. There are opportunities to restore all mana points, namely [[Magic Well]]s and towns with a [[Mage Guild]], and a [[Magic Spring]] or [[Mana Vortex]] in [[Dungeon]] will double them. However, on rare occasions when a map doesn't have many places to reload mana it can be useful (e.g. on the map [[Azure Dragons (campaign scenario)|Azure Dragons]], the last scenario of [[Dragon Slayer]] campaign, Mage Guilds are absent in towns - while there is still a low possibility that you learn Mysticism, since you should win first three scenarios in order to proceed to the last one, and they aren't freebies, thus requiring [[Dracon]] to learn something stronger than Mysticism). In {{hota}}{{-wh}}, Mysticism earns much more spell points, and on expert level it allows to cast some high-level spells every day. | ||
=== Things that ruin Mysticism === | === Things that ruin Mysticism === |
Latest revision as of 12:16, 23 October 2024
Mysticism | ||
Basic Mysticism: allows your hero to regenerate 2 spell points per day. (5 in Horn of the Abyss) | ||
Advanced Mysticism: allows your hero to regenerate 3 spell points per day. (10 in Horn of the Abyss) | ||
Expert Mysticism: allows your hero to regenerate 4 spell points per day. (15 in Horn of the Abyss) |
Mysticism is one of secondary skills. Normally heroes regenerate one spell point per day, but mysticism enables heroes to regenerate up to four points per day.
Heroes with Basic Mysticism as a starting skill:
- Ingham the Cleric
- Josephine the Alchemist
- Piquedram the Alchemist
- Rissa the Alchemist
- Thant the Necromancer
- Torosar the Alchemist
Heroes with Mysticism as a specialty and a starting skill:
- Axsis the Heretic (Basic Mysticism)
- Halon the Wizard (Basic Mysticism)
- Jaegar the Warlock (Basic Mysticism)
- Rosic the Witch (Basic Mysticism)
Artifacts with similar ability:
- Charm of Mana – regenerates 1 extra spell point per day.
- Talisman of Mana – regenerates 2 extra spell points per day.
- Mystic Orb of Mana – regenerates 3 extra spell points per day.
- Wizard's Well - regenerates all spell points in a day.
Horn of the Abyss[edit | hide | hide all]
In Horn of the Abyss , the skill regenerates 5, 10, and 15 spell points per day.
Comparison with Intelligence[edit | hide]
Both Intelligence and Mysticism increase the amount of mana the hero can spend before returning to their town (as spending a night at a town with a Mage Guild replenishes hero's mana pool). Assuming that heroes use a certain average amount of mana each day, and that the moment a hero runs out of mana they immediately return to one of their towns to replenish it, Mysticism is superior to Intelligence as long as the hero's average daily mana spending is less than 6 / 3.8 / 3 times their daily mana regeneration bonus from Mysticism respectively for Basic / Advanced / Expert Intelligence.
In simpler terms, Mysticism is preferable to Intelligence if on average, the hero spends at most 6 / 7.6 / 9 (24 / 34.2 / 42 ) mana per day (for Basic, Advanced and Expert respectively, assuming Mysticism and Intelligence are at the same level of proficiency).
Obviously, these assumptions do not apply if the hero has easy access to wells, magic springs, the mana vortex or the Wizard's Well artifact.
Chance to get[edit | hide]
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 2 (lowest) |
Castle | Cleric | 4 |
Rampart | Ranger | 3 |
Rampart | Druid | 6 |
Tower | Alchemist | 4 |
Tower | Wizard | 8 |
Inferno | Demoniac | 2 (lowest) |
Inferno | Heretic | 10 (highest) |
Necropolis | Death Knight | 4 |
Necropolis | Necromancer | 6 |
Dungeon | Overlord | 3 |
Dungeon | Warlock | 8 |
Stronghold | Barbarian | 3 |
Stronghold | Battle Mage | 4 |
Fortress | Beastmaster | 2 (lowest) |
Fortress | Witch | 8 |
Conflux | Planeswalker | 3 |
Conflux | Elementalist | 8 |
Cove | Captain | 1 (lowest) |
Cove | Navigator | 3 |
Factory | Mercenary | 1 (lowest) |
Factory | Artificer | 5 |
User commentary
[Show user commentary]
[Hide user commentary]
|
In the traditional Heroes 3, Mysticism is usually ignored by players. There are opportunities to restore all mana points, namely Magic Wells and towns with a Mage Guild, and a Magic Spring or Mana Vortex in Dungeon will double them. However, on rare occasions when a map doesn't have many places to reload mana it can be useful (e.g. on the map Azure Dragons, the last scenario of Dragon Slayer campaign, Mage Guilds are absent in towns - while there is still a low possibility that you learn Mysticism, since you should win first three scenarios in order to proceed to the last one, and they aren't freebies, thus requiring Dracon to learn something stronger than Mysticism). In Horn of the Abyss , Mysticism earns much more spell points, and on expert level it allows to cast some high-level spells every day. Things that ruin Mysticism
|