Sorcery: Difference between revisions

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'''Heroes with Sorcery as a starting skill:'''
'''Heroes with Sorcery as a starting skill:'''
* {{H2|Alagar|Druid}} (Basic)
* {{H2|Alagar|Druid}} (Basic)
* {{H2|Josephine|Alchemist}} (Basic)
* {{H2|Solmyr|Wizard}} (Basic)
'''Heroes, having {{PAGENAME}} as a specialty and a starting skill:'''
* {{H2|Gird|Battle Mage}} (Basic)
* {{H2|Gird|Battle Mage}} (Basic)
* {{H2|Josephine|Alchemist}} (Basic)
* {{H2|Malekith|Warlock}} (Basic)
* {{H2|Malekith|Warlock}} (Basic)
* {{H2|Sandro|Necromancer}} (Basic)
* {{H2|Sandro|Necromancer}} (Basic)
* {{H2|Solmyr|Wizard}} (Basic)
* {{H2|Styg|Witch}} (Basic)
* {{H2|Styg|Witch}} (Basic)
* {{H2|Zydar|Heretic}} (Basic)
* {{H2|Zydar|Heretic}} (Basic)
* {{H2|Spint|Navigator}} (Basic) {{withhota}}
* {{H2|Spint|Navigator}} (Basic) {{withhota}}
 
All the specialists receive a 5% per level bonus to their Sorcery skill.
'''Heroes with a Sorcery specialty:'''
The following heroes all receive a 5% per level bonus to their Sorcery skill:
* {{H2|Gird|Battle Mage}}
* {{H2|Malekith|Warlock}}
* {{H2|Sandro|Necromancer}}
* {{H2|Styg|Witch}}
* {{H2|Zydar|Heretic}}
* {{H2|Spint|Navigator}} {{withhota}}


== Chance to get ==
== Chance to get ==

Revision as of 00:06, 15 December 2022

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
Sorcery
Basic Sorcery: causes a hero's spells to inflict an additional 5% damage in combat.
Advanced Sorcery: causes a hero's spells to inflict an additional 10% damage in combat.
Expert Sorcery: causes a hero's spells to inflict an additional 15% damage in combat.

Sorcery is a secondary skill that increases the damage of spells up to 15%.

Heroes with Sorcery as a starting skill:

Heroes, having Sorcery as a specialty and a starting skill:

All the specialists receive a 5% per level bonus to their Sorcery skill.

Chance to get

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   1 (lowest)
Castle  Cleric   5
Rampart  Ranger   2
Rampart  Druid   6
Tower  Alchemist   3
Tower  Wizard   8
Inferno  Demoniac   3
Inferno  Heretic   6
Necropolis  Death Knight   4
Necropolis  Necromancer   6
Dungeon  Overlord   2
Dungeon  Warlock  10 (highest)
Stronghold  Barbarian   1 (lowest)
Stronghold  Battle Mage   6
Fortress  Beastmaster   1 (lowest)
Fortress  Witch   8
Conflux  Planeswalker   1 (lowest)
Conflux  Elementalist   8
Cove Horn of the Abyss     Captain   2
Cove Horn of the Abyss     Navigator   6
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}


|}

User commentary

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Some may find the information in this section subjective or irrelevant.

For a magically-oriented hero, Sorcery is a good supporting skill. It makes little effect on basic level and/or with low spell power, but on expert level Sorcery does a good job for a strong magician. It's a good idea to start with a hero whose specialty is Sorcery; for example, Malekith is possibly the best hero for Dragogeddon since he is basing in Dungeon and therefore Armageddon and Black Dragons are both at his service. However, if a hero is more a warrior than a magician, and will probably never get superior spell power and knowledge, possibly it's better to concentrate on something else, as e.g. Wisdom and Earth Magic are more universal.

Sorcery is among mediocre secondary skills. The fact is that creatures cause significant part of the damage during combat, and enhancing spells like Bless can easily cause more damage than most of the spells causing damage. Perhaps the only exceptions are Armageddon and Implosion. In other words, it is more lucrative to spend the combat round's spell to enhance the troops than to cause damage to enemy creatures. The consequence is that Air, Fire, Earth and Water Magic secondary skills - that similarly enhance the effect of spells - become more preferable than Sorcery.


See also:

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