Mysticism: Difference between revisions
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{{Secondary skills}}{{Secondary skill | {{Secondary skills}}{{Secondary skill | ||
| B_effect = allows your hero to regenerate 2 spell points per day. | | B_effect = {{swh|allows the hero to regenerate 10% of their maximum spell points per day, with a minimum of 5 spell points regenerated per day.|allows your hero to regenerate 2 spell points per day.}} | ||
| A_effect = allows your hero to regenerate 3 spell points per day. | | A_effect = {{swh|allows the hero to regenerate {{gt|20%}} of their maximum spell points per day, with a minimum of {{gt|10}} spell points regenerated per day.|allows your hero to regenerate {{gt|3}} spell points per day.}} | ||
| E_effect = allows your hero to regenerate 4 spell points per day. | | E_effect = {{swh|allows the hero to regenerate {{gt|30%}} of their maximum spell points per day, with a minimum of {{gt|15}} spell points regenerated per day.|allows your hero to regenerate {{gt|4}} spell points per day.}} | ||
}} | }} | ||
'''Mysticism''' | '''Heroes with Mysticism as a starting skill:''' | ||
* {{H2|Ingham|Cleric}} | |||
* {{H2|Piquedram|Alchemist}} | |||
* {{H2|Josephine|Alchemist}} | |||
* {{H2|Torosar|Alchemist}} | |||
* {{H2|Rissa|Alchemist}} | |||
* {{H2|Thant|Necromancer}} | |||
'''Heroes with {{PAGENAME}} as a specialty and a starting skill''' ''(5% bonus per level to the skill)''''':''' | |||
* {{H2|Halon|Wizard}} | |||
* {{H2|Axsis|Heretic}} | |||
* {{H2|Jaegar|Warlock}} | |||
* {{H2|Rosic|Witch}} | |||
'''Artifacts with similar ability:''' | |||
* {{An|Charm of Mana}}: regenerates 1 extra spell point per day | |||
* {{An|Talisman of Mana}}: regenerates 2 extra spell points per day | |||
* {{An|Mystic Orb of Mana}}: regenerates 3 extra spell points per day | |||
* {{An|Wizard's Well}}: regenerates all 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''' {{ws}} (24 / 34.2 / '''42''' {{wh}}) 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 [[well]]s, [[magic spring]]s, the [[mana vortex]] or the [[Wizard's Well]] artifact. | |||
== Chance to get == | |||
{{Secondary skill chance explanation}} | |||
{{ZET SEC SKILL CHANCE TABLE| 2 (lowest) {{withsod}}| 4| 3| 6| 4| 8| 2 (lowest) {{withsod}}|10 (highest)| 4| 6| 3| 8| 3| 4| 2 (lowest) {{withsod}}| 8| 3| 8| 1 (lowest){{-wh}}| 3| 1 (lowest){{-wh}}| 5}} | |||
== Gallery == | |||
<gallery mode="packed-hover" heights="150px"> | |||
Brian-kemper-mysticism.jpg| Art by [[Brian Kemper]]<br>(pre-release)<br>(note the lack of white fire around the hand in the basic icon) | |||
</gallery> | |||
{{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]] 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. | |||
=== Things that ruin Mysticism === | |||
* | * [[Magic Well]] | ||
* | * [[Magic Spring]] | ||
* {{ | * Spending a night in a town with [[Mage Guild]] | ||
* [[Mana Vortex]] | |||
* [[Wizard's Well]] | |||
* [[Altar of Mana]] {{withhota}} | |||
}}{{end of user commentary}} | |||
{{secondary skill 'see also'}} | |||
[[Category: Secondary skills]] | [[Category: Secondary skills]] | ||
__NOTOC__ | __NOTOC__ | ||
Latest revision as of 05:36, 26 August 2025
Heroes with Mysticism as a starting skill:

Ingham the Cleric

Piquedram the Alchemist

Josephine the Alchemist

Torosar the Alchemist

Rissa the Alchemist

Thant the Necromancer
Heroes with Mysticism as a specialty and a starting skill (5% bonus per level to the skill):
Artifacts with similar ability:
Charm of Mana: regenerates 1 extra spell point per day
Talisman of Mana: regenerates 2 extra spell points per day
Mystic Orb of Mana: regenerates 3 extra spell points per day
Wizard's Well: regenerates all spell points per day
Comparison with Intelligence[edit | hide | hide all]
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
(24 / 34.2 / 42
) 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[edit | hide]
Out of total 112 for The Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss
.
Banned skills change the probability.
| Town | Class | Chance to learn |
|---|---|---|
| Knight | 2 (lowest) | |
| Cleric | 4 | |
| Ranger | 3 | |
| Druid | 6 | |
| Alchemist | 4 | |
| Wizard | 8 | |
| Demoniac | 2 (lowest) | |
| Heretic | 10 (highest) | |
| Death Knight | 4 | |
| Necromancer | 6 | |
| Overlord | 3 | |
| Warlock | 8 | |
| Barbarian | 3 | |
| Battle Mage | 4 | |
| Beastmaster | 2 (lowest) | |
| Witch | 8 | |
| Planeswalker | 3 | |
| Elementalist | 8 | |
| Captain | 1 (lowest) | |
| Navigator | 3 | |
| Mercenary | 1 (lowest) | |
| Artificer | 5 |
Gallery[edit | hide]
User Commentary
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
, Mysticism earns much more spell points, and on expert level it allows to cast some high-level spells every day.
Things that ruin Mysticism
- Magic Well
- Magic Spring
- Spending a night in a town with Mage Guild
- Mana Vortex
- Wizard's Well
- Altar of Mana



