Mysticism

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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. (5 in Horn of the AbyssHorn of the Abyss
Advanced Mysticism: allows your hero to regenerate 3 spell points per day. (10 in Horn of the AbyssHorn of the Abyss
Expert Mysticism: allows your hero to regenerate 4 spell points per day. (15 in Horn of the AbyssHorn 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 Basic Mysticism as a starting skill:

Heroes with Mysticism as a specialty and a starting skill:

Artifacts with similar ability:

Horn of the Abyss

In Horn of the Abyss Horn of the Abyss, the skill regenerates 5, 10, and 15 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 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

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

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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: