Visions: Difference between revisions

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{{Air spells}}{{Spell|13|13|18|13|18|13|13|13|13|11|13
{{Air spells}}{{Spell|13|13|18|13|18|13|13|13|13|11|13|13
  | custom_text = , alongside [[Magic Arrow]], it is the only spell that belongs to all [[School of magic (conceptual)|schools of magic]]
  | custom_text = .  Alongside [[Magic Arrow]], it is the only spell that belongs to all [[schools of magic]]
  | school      = all schools
  | school      = all schools
  | exception  = all schools
  | exception  = all schools
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  | e_effect    = Same as advanced effect, except an enemy town's statistics and garrison composition and quantity may be viewed. Range is (power x 3) or three, whichever is greater.
  | e_effect    = Same as advanced effect, except an enemy town's statistics and garrison composition and quantity may be viewed. Range is (power x 3) or three, whichever is greater.
}} Visions is one of the [[Spell|adventure spells]].
}} Visions is one of the [[Spell|adventure spells]].
<div style="clear:left;"></div>
== Rogue ==
A hero with at least one [[Rogue]] in the army will act as if the expert level Visions spell has been cast. The effect is constant, but the ability is lost if Rogues are lost or moved to another hero.


{{user commentary|
{{user commentary|
Visions is one of the most useful spells in the game. Especially in the early stages of the map it is useful to determine whether or not a a stack of wandering creatures will join or flee. This can be a significant advantage later in the game, if the map is explored more rapidly than the other [[kingdom]]s. Together with [[Diplomacy]] skill, which allows wandering creatures more easily to join the hero's army, Visions can form a powerful combination allowing hero to gather an army of wandering creatures. Later in the game Visions can reveal the exact values of enemy hero's [[primary skill]]s and the number of troops in the army. It should be noted, that not even the [[Disguise]] can nullify the effect of Visions.
Visions is one of the most useful spells in the game. Especially in the early stages of the map it is useful to determine whether or not a a stack of wandering creatures will join or flee. This can be a significant advantage later in the game, if the map is explored more rapidly than the other [[kingdom]]s. Together with [[Diplomacy]] skill, which allows wandering creatures more easily to join the hero's army, Visions can form a powerful combination allowing hero to gather an army of wandering creatures. Later in the game Visions can reveal the exact values of enemy hero's [[primary skill]]s and the number of troops in the army. It should be noted, that not even the [[Disguise]] can nullify the effect of Visions.
}}{{end of user commentary}}
}}{{end of user commentary}}
 
{{spell 'see also'}}
[[Category: Spells]]
[[Category: Spells]]
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Latest revision as of 12:39, 2 November 2024

School of Air Magic
Symbol for the School of Air Magic
Level 1
 Haste
 Magic Arrow *
 View Air
Level 2
 Disguise
 Disrupting Ray
 Fortune
 Lightning Bolt
 Precision
 Protection from Air
 Visions *
Level 3
 Air Shield
 Destroy Undead
 Hypnotize
Level 4
 Chain Lightning
 Counterstrike
Level 5
 Dimension Door
 Fly
 Magic Mirror
 Summon Air Elemental
 Titan's Lightning Bolt
School of Earth Magic
School of Fire Magic
School of Water Magic
Visions
School:  all schools
Level:  2nd
Cost:  4/2
Duration:  1 day
 Basic effect
Displays number of monsters in a wandering monster troop and whether or not the troop will offer to join the casting hero's army. Range is equal to power or three, whichever is greater.
 Advanced effect
Same as basic effect, except an enemy hero's primary skill stats, and the composition and quantity of the hero's army can be viewed. Range is (power x 2) or three, whichever is greater.
 Expert effect
Same as advanced effect, except an enemy town's statistics and garrison composition and quantity may be viewed. Range is (power x 3) or three, whichever is greater.
 Probability of occurrence (%):
Castle   13
Rampart   13
Tower   18 (13*)
Inferno   18
Necropolis   13
Dungeon   13
Stronghold   13
Fortress   13
Conflux   11
Cove Horn of the Abyss   13
Factory Horn of the Abyss   13
* Without Library

Visions is a 2nd level spell. Alongside Magic Arrow, it is the only spell that belongs to all schools of magic. Visions is one of the adventure spells.

Rogue[edit | hide | hide all]

A hero with at least one Rogue in the army will act as if the expert level Visions spell has been cast. The effect is constant, but the ability is lost if Rogues are lost or moved to another hero.

User commentary

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

Visions is one of the most useful spells in the game. Especially in the early stages of the map it is useful to determine whether or not a a stack of wandering creatures will join or flee. This can be a significant advantage later in the game, if the map is explored more rapidly than the other kingdoms. Together with Diplomacy skill, which allows wandering creatures more easily to join the hero's army, Visions can form a powerful combination allowing hero to gather an army of wandering creatures. Later in the game Visions can reveal the exact values of enemy hero's primary skills and the number of troops in the army. It should be noted, that not even the Disguise can nullify the effect of Visions.


See also:[edit | hide]