Wisdom: Difference between revisions
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''' | 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]] starts with [[Chain Lightning]], a 4th level spell, but he is still able to cast it without Advanced Wisdom. [[Spell scroll]]s, Tomes of [[Tome of Air|Air]], [[Tome of Earth|Earth]], [[Tome of Fire|Fire]], and [[Tome of Water|Water]], and the [[Spellbinder's Hat]] allow heroes to cast all spells given by these artifacts regardless of their level of Wisdom. | ||
Wisdom will be offered at level 6 for Might heroes (and [[Elementalists]]{{-ws}}) and at level 3 for Magic heroes (except Elementalists{{-ws}}) if it was not offered before and the hero does not know Wisdom yet. In the case that Wisdom was declined, it will be offered again from whenever it was offered at most 6 levels later for Might heroes (and Elementalists{{-ws}}) and at most 3 levels later for Magic heroes (except Elementalists{{-ws}}). In {{hota}}{{-wh}}, the levels at which Elementalists are guaranteed to be offered Wisdom were changed to match the those of all other Magic heroes. | |||
'''Heroes with Wisdom as a starting skill:''' | |||
* {{Cl|Cleric}}s | |||
'''Heroes with | * {{Cl|Druid}}s | ||
* | * {{Cl|Wizard}}s | ||
* | * {{Cl|Heretic}}s | ||
* | * {{Cl|Warlock}}s | ||
* {{Cl|Battle Mage}}s | |||
* | * {{Cl|Witch}}es | ||
* {{Cl|Elementalist}}s | |||
* | * {{Cl|Navigator}}s{{-wh}} | ||
* {{Cl|Artificer}}s{{-wh}} | |||
* | * {{H2|Adelaide|Cleric|himage=(HotA)}} (Advanced) | ||
* | * {{H2|Uland|Druid}} ({{swh|Basic|Advanced}}) | ||
* {{H2|Astral|Wizard}} (Advanced) | |||
* {{H2|Aislinn|Necromancer}} | * {{H2|Aislinn|Necromancer}} | ||
* {{H2|Rashka|Demoniac}} | * {{H2|Rashka|Demoniac}} | ||
* {{H2|Jeddite|Warlock|himage=(HotA)}} (Advanced) | |||
* {{H2|Mirlanda|Witch}} (Advanced) | |||
* {{H2|Agar|Artificer}}{{-wh}} (Advanced) | |||
== Chance to get == | == Chance to get == |
Latest revision as of 02:17, 18 December 2024
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. |
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 starts with Chain Lightning, a 4th level spell, but he is still able to cast it without Advanced Wisdom. Spell scrolls, Tomes of Air, Earth, Fire, and Water, and the Spellbinder's Hat allow heroes to cast all spells given by these artifacts regardless of their level of Wisdom.
Wisdom will be offered at level 6 for Might heroes (and Elementalists ) and at level 3 for Magic heroes (except Elementalists ) if it was not offered before and the hero does not know Wisdom yet. In the case that 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 Horn of the Abyss , the levels at which Elementalists are guaranteed to be offered Wisdom were changed to match the those of all other Magic heroes.
Heroes with Wisdom as a starting skill:
- Clerics
- Druids
- Wizards
- Heretics
- Warlocks
- Battle Mages
- Witches
- Elementalists
- Navigators
- Artificers
- Adelaide the Cleric (Advanced)
- Uland the Druid (Basic Advanced )
- Astral the Wizard (Advanced)
- Aislinn the Necromancer
- Rashka the Demoniac
- Jeddite the Warlock (Advanced)
- Mirlanda the Witch (Advanced)
- Agar the Artificer (Advanced)
Chance to get[edit | hide | hide all]
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 | 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) |
Stronghold | Battle Mage | 6 |
Fortress | Beastmaster | 2 (lowest) |
Fortress | Witch | 8 |
Conflux | Planeswalker | 2 (lowest) |
Conflux | Elementalist | 8 |
Cove | Captain | 1 (lowest) |
Cove | Navigator | 8 |
Factory | Mercenary | 3 |
Factory | Artificer | 8 |
Artifacts[edit | hide]
Artifacts on the adventure map may be restricted to only be able to be picked up by heroes who have the Wisdom skill. When attempting to get the artifact with a hero without the skill, the following message will be displayed:
You've found the humble dwelling of a withered hermit. The hermit tells you that he is willing to give the <artifact name> to the first wise person he meets. |
User commentary
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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 ). 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 |