Mysticism: Difference between revisions
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== Chance to get == | == Chance to get == | ||
{{Secondary skill chance explanation}} | {{Secondary skill chance explanation}} | ||
{{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}} | {{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| 5}} | ||
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Revision as of 12:03, 9 January 2024
Mysticism | ||
Basic Mysticism: allows your hero to regenerate 2 spell points per day. (5 in Horn of the Abyss) | ||
Advanced Mysticism: allows your hero to regenerate 3 spell points per day. (10 in Horn of the Abyss) | ||
Expert Mysticism: allows your hero to regenerate 4 spell points per day. (15 in Horn of the Abyss) |
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 (basic) as a starting skill:
- Ingham the Cleric
- Josephine the Alchemist
- Piquedram the Alchemist
- Rissa the Alchemist
- Thant the Necromancer
- Torosar the Alchemist
Heroes, having Mysticism as a specialty and a starting skill (basic):
Artifacts with similar ability:
- Charm of Mana – regenerates 1 extra spell point per day.
- Talisman of Mana – regenerates 2 extra spell points per day.
- Mystic Orb of Mana – regenerates 3 extra spell points per day.
- Wizard's Well - regenerates all spell points in a day.
Horn of the Abyss
In Horn of the Abyss , the skill regenerates 5, 10, and 15 spell points per day.
Chance to get
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 | 2 (lowest) |
Castle | Cleric | 4 |
Rampart | Ranger | 3 |
Rampart | Druid | 6 |
Tower | Alchemist | 4 |
Tower | Wizard | 8 |
Inferno | Demoniac | 2 (lowest) |
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) |
Fortress | Witch | 8 |
Conflux | Planeswalker | 3 |
Conflux | Elementalist | 8 |
Cove | Captain | 1 (lowest) |
Cove | Navigator | 3 |
Factory | Mercenary | 1 |
Factory | Artificer | 5 |
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User commentary
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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 , Mysticism earns much more spell points, and on expert level it allows to cast some high-level spells every day. Things that ruin Mysticism
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