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==Secondary skill advancement rules== If a hero does not already possess eight secondary skills, they get an offer of two different skills during level-up. The first offer is a randomly selected skill they already have at Basic or Advanced level. The second offer is random, with weighed probabilities based on the skill probability tables for each [[hero class]]. If a hero already does not have any secondary skill at Basic or Advanced level, they are offered two new skills, again randomly, based on the weighed probabilities. If a hero already has all eight secondary skills, they are offered an advancement of two skills they already possess at Basic or Advanced level, randomly, again, based on the hero class secondary skill probabilities. If a hero has a skill banned for their class (e.g. [[Water Magic]] on [[Barbarian]]s), that skills weight is considered to be 1. There are a few other ways to acquire secondary skills. They can be learned from [[Scholar (Adventure Map)|scholars]], [[Witch Hut|witch huts]], [[University|universities]], and [[Seafaring Academy|seafaring acadamies]] on the [[adventure map]]. [[Conflux]]{{-wa}} has a special building, [[Magic University|magic university]], that can teach any number of the four [[Schools of magic|schools of magic]]. Additionally, heroes can learn secondary skills from [[Event|events]] and [[Pandora's Box]]es. The random seed for offering skills is separate for every hero and is fixed at the start of the scenario, including heroes that had not been hired by any player yet. Therefore, even when reloading, hiring, re-hiring and levelling your heroes in a different order, they will still be offered the same sequence of skills upon reaching the next level. The only option to change these is by obtaining a secondary skill outside of normal levelling, e.g. from [[Witch Hut]] or [[Scholar]]. Every choice affects future upgrade options, so upon replaying the same saved game any alterations can lead to a vastly different result. Heroes are also guaranteed to be offered [[Wisdom]] and [[Schools of magic|school of magic]] every few levels: Wisdom will be offered at level 6 for Might heroes, and at level 3 for Magic heroes 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 at most 3 levels later for Magic heroes. The same applies to one of the schools of magic every 4 levels for Might heroes and every 3 levels for Magic heroes. The only exception is the [[Elementalist]] class, to which are considered Might heroes by the levelling system. In [[HotA]]{{-wh}}, Elementalists correctly level up in the same manner as other Magic heroes. This algorithm can be summed as follows: # Create two categories of skills: Those the hero has at the Basic/Advanced level, and those the hero has not learned yet. Ignore Expert level skills, globally banned skills (e.g. [[Navigation]] on land-locked maps) and skills banned for the specific class (e.g. [[Necromancy]] for all heroes from factions other than [[Necropolis]]). # If one of the categories is empty, offer two skills from the other category; if there is only one skill to offer, it will be forcefully added to the hero; if there is none, level-up with gaining only primary skill. # If the hero is guaranteed to get offered Wisdom (every 3 levels for Magic Heroes and every 6 levels for Might heroes) or a School of Magic (every 3 levels for Magic heroes and every 4 levels for Might heroes), offer them the appropriate skill. This rule applies to both offers (left and right skill). Wisdom has the higher priority than the Schools of Magic. The exact School of Magic offered is randomly chosen based on the relative probabilities (see 4.) # For each slot, if the skill is not guaranteed to the rule above, select the skill based on the weighed probability, according to the hero class. If the hero's class is banned from obtaining a specific skill but the hero has it, consider the weight to be equal to 1. # If a Wisdom or School of Magic was offered (either by chance or by force), reset their respective counter. Heroes starting with more than 1000 experience points (above level 1), such as those from [[Prison]], are assumed to have always selected the left-hand skill option during their fictitious level-ups, meaning they will prioritize upgrading their existing skills over learning new ones. <div style="clear:both;"></div>
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