Mysticism
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.
In Horn of the Abyss , the skill regenerates 5, 10, and 15 spell points per day.
Heroes with Mysticism as a starting skill:
- Axsis the Heretic – Basic Mysticism
- Halon the Wizard – Basic Mysticism
- Ingham the Cleric – Basic Mysticism
- Jaegar the Warlock – Basic Mysticism
- Josephine the Alchemist – Basic Mysticism
- Piquedram the Alchemist – Basic Mysticism
- Rissa the Alchemist – Basic Mysticism
- Rosic the Witch – Basic Mysticism
- Thant the Necromancer – Basic Mysticism
- Torosar the Alchemist – Basic Mysticism
Heroes who specialize in Mysticism:
Artifacts with similar ability:
- Charm of Mana – allows your hero to regenerate 1 extra spell point per day.
- Talisman of Mana – allows your hero to regenerate 2 extra spell points per day.
- Mystic Orb of Mana – allows your hero to regenerate 3 extra spell points per day.
- Wizard's Well - a combination artifact (which was 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.
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 | {{{21}}} |
Factory | Artificer | {{{22}}} |
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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 will double them. However, Mysticism may be helpful to a secondary hero and won't be useless on a map without any source to reload mana (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. 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. Things that ruin Mysticism
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