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 = {{swh|allows the hero to regenerate 10% of their maximum spell points per day, with a minimum of 5 spell points regenerated per day.|allows your hero to regenerate 2 spell points per day.}}
  | A_effect = allows your hero to regenerate 3 spell points per day.
  | A_effect = {{swh|allows the hero to regenerate 20% of their maximum spell points per day, with a minimum of 10 spell points regenerated per day.|allows your hero to regenerate 3 spell points per day.}}
  | E_effect = allows your hero to regenerate 4 spell points per day.
  | E_effect = {{swh|allows the hero to regenerate 30% of their maximum spell points per day, with a minimum of 15 spell points regenerated per day.|allows your hero to regenerate 4 spell points per day.}}
}}
}}


'''Mysticism''' is one of [[secondary skill]]s. Normally heroes regenerate one [[spell point]] per day, but mysticism enables heroes to regenerate up to four points per day.
'''Heroes with Mysticism as a starting skill:'''
* {{H2|Ingham|Cleric|himage=(HotA)}}
* {{H2|Piquedram|Alchemist}}
* {{H2|Josephine|Alchemist}}
* {{H2|Torosar|Alchemist}}
* {{H2|Rissa|Alchemist}}
* {{H2|Thant|Necromancer}}


'''Heroes who specialize in mysticism:'''
'''Heroes with {{PAGENAME}} as a specialty and a starting skill''' ''(5% bonus per level to the skill)''''':'''
* [[Ingham]] the [[Cleric]] (Castle)
* {{H2|Halon|Wizard}}
* [[Axsis]] the [[Heretic]] (Inferno)
* {{H2|Axsis|Heretic|himage=(HotA)}}
* [[Jaegar]] the [[Warlock]] (Dungeon)
* {{H2|Jaegar|Warlock}}
* [[Rosic]] the [[Witch]] (Fortress)
* {{H2|Rosic|Witch}}


'''Heroes who start with mysticism secondary skill without specializing in it:'''
'''Artifacts with similar ability:'''
* [[Halon]] the [[Wizard]] (Tower)
* {{An|Charm of Mana}}: regenerates 1 extra spell point per day
* [[Thant]] the [[Necromancer]] (Necropolis)
* {{An|Talisman of Mana}}: regenerates 2 extra spell points per day
* {{An|Mystic Orb of Mana}}: regenerates 3 extra spell points per day
* {{An|Wizard's Well}}: regenerates all 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).


'''Artifacts with similar ability:'''
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.
* [[Charm of Mana]] – allows your hero to regenerate 3 spell points per day.
 
* [[Talisman of Mana]] – allows your hero to regenerate 2 spell points per day.
== Chance to get ==
* [[Mystic Orb of Mana]] – allows your hero to regenerate 3 spell points per day.
{{Secondary skill chance explanation}}
* [[Wizard's Well]] ({{insod}}) – Combination artifatct, that is assembled from the artifacts mentioned above. While equipped, it allows your hero to regenerate all spell points in a day.
{{ZET SEC SKILL CHANCE TABLE| 2 (lowest) {{withsod}}| 4| 3| 6| 4| 8| 2 (lowest) {{withsod}}|10 (highest)| 4| 6| 3| 8| 3| 4| 2 (lowest) {{withsod}}| 8| 3| 8| 1 (lowest){{-wh}}| 3| 1 (lowest){{-wh}}| 5}}
 
{{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.
 
=== Things that ruin Mysticism ===
* [[Magic Well]]
* [[Magic Spring]]
* Spending a night in a town with [[Mage Guild]]
* [[Mana Vortex]]
* [[Wizard's Well]]
* [[Altar of Mana]] {{withhota}}
}}{{end of user commentary}}


== Comments & debate ==
{{secondary skill 'see also'}}
Mysticism is one of those secondary skills, that have a good idea but the execution fails. A hero with expert mysticism gains four spell points per day, which is the same amount of points a hero with [[Mystic Orb of Mana]] (a [[:Category:Treasure artifacts|treasure class]] artifact) would gain. The only situation mysticism could be useful, is in maps with long traveling distances or maps with no [[magic well]]s or [[mage guild]]s to recharge spell points. However, these are rare occasions, of which the [[Dragon Slayer]] campaign might be one. In conclusion, mysticism is just not worth spending one of eight possible secondary skill slots.


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

Latest revision as of 16:08, 11 February 2025

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
Mysticism
Basic Mysticism: allows the hero to regenerate 10% of their maximum spell points per day, with a minimum of 5 spell points regenerated per day. Horn of the Abyssallows your hero to regenerate 2 spell points per day. Shadow of Death
Advanced Mysticism: allows the hero to regenerate 20% of their maximum spell points per day, with a minimum of 10 spell points regenerated per day. Horn of the Abyssallows your hero to regenerate 3 spell points per day. Shadow of Death
Expert Mysticism: allows the hero to regenerate 30% of their maximum spell points per day, with a minimum of 15 spell points regenerated per day. Horn of the Abyssallows your hero to regenerate 4 spell points per day. Shadow of Death

Heroes with Mysticism as a starting skill:

Heroes with Mysticism as a specialty and a starting skill (5% bonus per level to the skill):

Artifacts with similar ability:

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 Shadow of Death (24 / 34.2 / 42 Horn of the Abyss) 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 Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Castle  Knight   2 (lowest) Shadow of Death
Castle  Cleric   4
Rampart  Ranger   3
Rampart  Druid   6
Tower  Alchemist   4
Tower  Wizard   8
Inferno  Demoniac   2 (lowest) Shadow of Death
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) Shadow of Death
Fortress  Witch   8
Conflux  Planeswalker   3
Conflux  Elementalist   8
Cove Horn of the Abyss     Captain   1 (lowest) Horn of the Abyss
Cove Horn of the Abyss     Navigator   3
Factory Horn of the Abyss     Mercenary   1 (lowest) Horn of the Abyss
Factory Horn of the Abyss     Artificer   5


User commentary

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

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 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


See also: