Mysticism: Difference between revisions

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'''Heroes with Mysticism as a starting skill:'''
'''Heroes with Mysticism as a starting skill:'''
* {{Hn|Axsis}} the [[Heretic]] (basic)
* {{Hn|Axsis}} the [[Heretic]] (basic)
* {{Hn|Finneas}} the [[Necromancer]] (basic)
* {{Hn|Halon}} the [[Wizard]] (basic)
* {{Hn|Halon}} the [[Wizard]] (basic)
* {{Hn|Ingham}} the [[Cleric]] (basic)
* {{Hn|Ingham}} the [[Cleric]] (basic)

Revision as of 11:39, 30 January 2017

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 your hero to regenerate 2 spell points per day.
Advanced Mysticism: allows your hero to regenerate 3 spell points per day.
Expert Mysticism: allows your hero to regenerate 4 spell points per day.

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 Mysticism as a starting skill:

Heroes who specialize in Mysticism:

Artifacts with similar ability:

  • Charm of ManaCharm of Mana – allows your hero to regenerate 1 extra spell point per day.
  • Talisman of ManaTalisman of Mana – allows your hero to regenerate 2 extra spell points per day.
  • Mystic Orb of ManaMystic Orb of Mana – allows your hero to regenerate 3 extra spell points per day.
  • Wizard's WellWizard's Well - a combination artifact (which were introduced in Shadow of Death). It is assembled from Charm of Mana, Talisman of Mana and Mystic Orb of Mana. When equipped, Wizard's Well regenerates hero's all spell points in a day.

Discussion

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 treasure class artifact) would gain. The only situation mysticism could be useful, is in maps with long traveling distances or maps with no magic wells or mage guilds 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.