Mysticism: Difference between revisions

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(→‎Chance to get: Same things twice. As for artifacts, they are not obliged to be on the map, so it's not a major argument (in my opinion))
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{{user commentary|
{{user commentary|
In the traditional Heroes 3 Mysticism is usually ignored by players. There are opportunities to restore all mana points, namely [[Magic Well]]s 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 (campaign scenario)|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 {{hota}}{{-wh}}, Mysticism earns much more spell points, and on expert level it allows to cast some high-level spells every day.
In the traditional Heroes 3 Mysticism is usually ignored by players. There are opportunities to restore all mana points, namely [[Magic Well]]s 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 (campaign scenario)|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 {{hota}}{{-wh}}, 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 [[:Category:Treasure artifacts|treasure class]] artifact) would gain. The only situation mysticism could be useful, is in maps with long traveling distances or maps with no [[magic well]]s or [[mage guild]]s 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 ===
=== Things that ruin Mysticism ===

Revision as of 07:42, 1 July 2021

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.

In Horn of the Abyss Horn of the Abyss, the skill regenerates 5, 10, and 15 spell points per day.

Heroes with Mysticism as a starting skill:

Heroes who specialize in Mysticism:

Artifacts with similar ability:

  • Charm of ManaCharm of Mana – allows your hero to regenerate 1 extra spell point per day.
  • Talisman of ManaTalisman of Mana – allows your hero to regenerate 2 extra spell points per day.
  • Mystic Orb of ManaMystic Orb of Mana – allows your hero to regenerate 3 extra spell points per day.
  • Wizard's WellWizard'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 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  Captain   1 (lowest) Horn of the Abyss
Cove  Navigator   3
Factory  Mercenary  {{{21}}}
Factory  Artificer  {{{22}}}


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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:

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