Mysticism: Difference between revisions
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{{Secondary skills}}{{Secondary skill | {{Secondary skills}}{{Secondary skill | ||
| B_effect = allows your hero to regenerate 2 spell points per day. | | B_effect = allows your hero to regenerate {{swh|5|2}} spell points per day. | ||
| A_effect = allows your hero to regenerate 3 spell points per day. | | A_effect = allows your hero to regenerate {{swh|10|3}} spell points per day. | ||
| E_effect = allows your hero to regenerate 4 spell points per day. | | E_effect = allows your hero to regenerate {{swh|15|4}} spell points per day. | ||
}} | }} | ||
'''Heroes with Mysticism as a starting skill:''' | |||
* {{H2|Ingham|Cleric|himage=(HotA)}} | |||
'''Heroes with | * {{H2|Piquedram|Alchemist}} | ||
* {{H2|Ingham|Cleric}} | |||
* {{H2|Josephine|Alchemist}} | * {{H2|Josephine|Alchemist}} | ||
* {{H2| | * {{H2|Torosar|Alchemist}} | ||
* {{H2|Rissa|Alchemist}} | * {{H2|Rissa|Alchemist}} | ||
* {{H2|Thant|Necromancer}} | * {{H2|Thant|Necromancer}} | ||
'''Heroes with {{PAGENAME}} as a specialty and a starting skill:''' | '''Heroes with {{PAGENAME}} as a specialty and a starting skill:''' | ||
* {{H2| | * {{H2|Halon|Wizard}} | ||
* {{H2| | * {{H2|Axsis|Heretic|himage=(HotA)}} | ||
* {{H2|Jaegar|Warlock}} | * {{H2|Jaegar|Warlock}} | ||
* {{H2|Rosic|Witch}} | * {{H2|Rosic|Witch}} | ||
'''Artifacts with similar ability:''' | '''Artifacts with similar ability:''' | ||
* {{An|Charm of Mana}} | * {{An|Charm of Mana}}: regenerates 1 extra spell point per day | ||
* {{An|Talisman of Mana}} | * {{An|Talisman of Mana}}: regenerates 2 extra spell points per day | ||
* {{An|Mystic Orb of Mana}} | * {{An|Mystic Orb of Mana}}: regenerates 3 extra spell points per day | ||
* {{An|Wizard's Well}} | * {{An|Wizard's Well}}: regenerates all spell points per day | ||
== Comparison with [[Intelligence]] == | == Comparison with [[Intelligence]] == |
Latest revision as of 23:42, 17 December 2024
Heroes with Mysticism as a starting skill:
- Ingham the Cleric
- Piquedram the Alchemist
- Josephine the Alchemist
- Torosar the Alchemist
- Rissa the Alchemist
- Thant the Necromancer
Heroes with Mysticism as a specialty and a starting skill:
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 per day
Comparison with Intelligence[edit | hide | hide all]
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
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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
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