Secondary skill

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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

Secondary skills are beneficial qualities of heroes. There are 28 different secondary skills and each one has three levels: basic, advanced and expert. Each level increases the capability of the secondary skill making it more influential. Typically in custom scenarios heroes start with either two secondary skills at basic level or one at advanced level. Each hero can have up to eight secondary skills.

If a hero does not already possess eight secondary skills, he/she gets an offer of two different skill during level-up. The first offer is a skill s/he already has but which is not yet at expert level. The second offer is random, but the probabilities of the skills offered are dependent on the hero's class. If a hero already has all secondary skills at expert level, both offers are random. If a hero already has eight secondary skills, both offers are random but within the skills hero has.

There are few other ways to acquire a secondary skill. They can be learned from scholars, witch huts or universities on the adventure map. In Armageddon's Blade Conflux has a special building magic university that can teach one of the four schools of magic. Additionally, at map editor it is possible to set events on the map, that teaches secondary skills.

Once secondary skill is learned, it can not be removed. However, the fact that hero can not remove secondary skill, makes the choosing of them one of the most important decisions in the game.

The random seed for offering skills is separate for every hero; therefore, when saving and reloading the game, your hero will be offered the same skills upon reaching the next level. The only option to change these is when receiving another secondary skill, e.g. from Witch Hut or Scholar.

Heroes are also guaranteed to be offered Wisdom or school of magic Earth Magic, Fire Magic, Water Magic, Air Magic every few levels: Wisdom will be offered at level 6 for Might heroes and Elementalists, and at level 3 for Magic heroes (exept Elementalists) if it was not offered before. It will be offered again from whenever it was offered at most 6 levels later for Might heroes and Elementalists, and at most 3 levels later for Magic heroes (exept Elementalists). The same applies to one of the schools of magic every 4 levels for Might heroes and every 3 levels for Magic heroes. In HotA Horn of the Abyss numbers for Elementalist class were changed to match the numbers for Magic oriented heroes.

Secondary skills are divided into three categories: combat skills, magic skills and adventure skills. Combat skills affect directly to combat capabilities of creatures under hero's command; magic skills affect hero's abilities to cast spells; and adventure skills improves hero's adventure map qualities.

Frequency Across All Hero Classes

The following chart is a chart for all hero classes and what skills are the most and least common in the game; the percentage represents roughly the frequency a skill is offered. Calculating the average frequency at which a skill is offered in a category is simple; each hero has probabilities to be offered a skill in increments of 1/112. Taking Necromancy as a simple example, all heroes except for Necropolis heroes have a 0/112 chance of being offered it; while both Necropolis hero classes have a 10/112 chance of being offered it (if not starting with it). This would bring the sum of lots to 20. Given that there are 18 hero classes, 18 x 112 = 2016 lots in total calculation. Thus, we can divide 20 by 2016 to get the frequency the skill is offered among all hero classes, which is roughly 0.99%, making it the rarest naturally offered skill in the game.

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Total secondary skill chances (in %)
 Secondary skill All Classes Might Classes Magic Classes Good Classes Neutral Classes Evil Classes
 Air Magic 2.5 2 3.0 3 2.7 1.9
 Archery 4.2 5.2 2.7 4.2 4.6 3.7
 Armorer 4.1 5.9 2.3 4.2 4.5 3.7
 Artillery 3.7 5 1.8 2.8 4.5 3.9
 Ballistics 5.4 6.2 4.7 4.5 6.1 5.7
 Diplomacy 2.9 2.4 3.5 3.9 1.9 3
 Eagle Eye 4.2 2.9 6.3 4.2 4.2 4.2
 Earth Magic 3.3 2.7 3.9 2.7 3.1 4
 Estates 2.5 2.3 2.6 3.4 1.6 2.5
 Fire Magic 2.1 1.4 2.9 1 2.5 2.8
 First Aid 3.4 2.5 5.1 4.6 3.6 2.1
 Intelligence 4 2.4 6.3 4.5 3.4 4.2
 Leadership 3.2 4.1 2.1 4 3.1 2.4
 Learning 4.1 4.2 3.6 4.5 4.2 3.6
 Logistics 4.8 5.7 3.4 4 5.5 4.8
 Luck 2.6 2.4 3.1 4.3 2.2 1.3
 Mysticism 4.4 3.1 6.2 4 4.2 4.9
 Navigation 3.7 4.6 2.9 3.3 3.7 4
 Necromancy 1 1 1 0 0 3
 Offense 4.5 5.8 2.5 3.6 5.2 4.6
 Pathfinding 3.9 4.6 2.9 3.6 4.5 3.7
 Resistance 3.0 4.7 1.1 3.3 2.5 3.1
 Scholar 3.7 1.9 6.1 4.2 3.3 3.6
 Scouting 3.6 4.6 2.2 3.3 4.3 3.1
 Sorcery 4.0 2.5 6.3 3.7 3.7 4.6
 Tactics 3.8 5.2 1.8 3 4.3 4.2
 Water Magic 2.3 1.8 3 3 2.4 1.6
 Wisdom 5.2 3.7 7.2 5.5 4.2 5.8