Diplomacy: Difference between revisions
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== Basis of joining == | == Basis of joining == | ||
Whether or not the wandering creatures will join you for "greater glory" or at price, depends not only on a hero's level of Diplomacy, but also on several other factors (e.g. Relative [[army strength]]s, whether the creature is already present in the army). For in-depth breakdown, see [[Join]] and also [[#External | Whether or not the wandering creatures will join you for "greater glory" or at price, depends not only on a hero's level of Diplomacy, but also on several other factors (e.g. Relative [[army strength]]s, whether the creature is already present in the army). For in-depth breakdown, see [[Join]] and also [[#External links|External links]] below. A gross oversimplification of the mechanic is wandering creatures are 10% more likely to join per level of diplomacy that the hero has. | ||
When playing at easy difficulty, heroes receive a diplomacy bonus even when they have not learned the skill. No Diplomacy acts as basic Diplomacy, basic Diplomacy acts as advanced Diplomacy, while advanced and expert diplomacy act as expert Diplomacy for the purpose of joining. | When playing at easy difficulty, heroes receive a diplomacy bonus even when they have not learned the skill. No Diplomacy acts as basic Diplomacy, basic Diplomacy acts as advanced Diplomacy, while advanced and expert diplomacy act as expert Diplomacy for the purpose of joining. |
Revision as of 08:00, 2 November 2024
Diplomacy is a secondary skill, that increases the chance wandering creatures will offer to join the hero's army and lowers the cost of surrendering to another hero. Additionally, Diplomacy enables hero to learn primary skills from Library of Enlightenment earlier than experience level 10. With Basic Diplomacy the hero has to be at least on level 8, with Advanced Diplomacy on level 6 and with Expert Diplomacy on level 4 to receive +2 to all primary skills from Library of Enlightenment.
Heroes with Basic Diplomacy as a starting skill:
Heroes with Diplomacy as a specialty and a starting skill:
Basis of joining
Whether or not the wandering creatures will join you for "greater glory" or at price, depends not only on a hero's level of Diplomacy, but also on several other factors (e.g. Relative army strengths, whether the creature is already present in the army). For in-depth breakdown, see Join and also External links below. A gross oversimplification of the mechanic is wandering creatures are 10% more likely to join per level of diplomacy that the hero has.
When playing at easy difficulty, heroes receive a diplomacy bonus even when they have not learned the skill. No Diplomacy acts as basic Diplomacy, basic Diplomacy acts as advanced Diplomacy, while advanced and expert diplomacy act as expert Diplomacy for the purpose of joining.
Horn of the Abyss
On all standard random map templates, monsters now only join for gold, and only half the group for the price of the entire group; these settings can be altered in the map and template editors. Monsters that appear on a special month can still join as normal.
Chance to get
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 |
---|---|---|
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Knight | 4 |
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Cleric | 7 (highest) |
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Ranger | 4 |
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Druid | 4 |
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Alchemist | 3 |
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Wizard | 4 |
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Demoniac | 4 |
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Heretic | 3 |
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Death Knight | 2 |
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Necromancer | 4 |
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Overlord | 3 |
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Warlock | 4 |
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Barbarian | 1 (lowest) |
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Battle Mage | 3 |
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Beastmaster | 1 (lowest) |
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Witch | 2 |
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Planeswalker | 2 |
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Elementalist | 4 |
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Captain | 5 |
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Navigator | 2 |
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Mercenary | 7 (highest) |
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Artificer | 3 |
User Commentary
Tips
Recommended for: At least one hero, typically a support, on maps with wandering monsters that are not set to 'savage', but preferably to 'aggressive' (i.e., the default setting).
Although a main hero's attack and defense skill help in convincing wandering monsters to join, it typically works well to let a support hero learn this skill instead. This support hero can then borrow troops from your main hero to convince wandering monsters to join and return the troops immediately after. This saves your main hero a skill slot and potentially a lot of movement points.
External links
- Diplomacy internals - thread on HeroesCommunity
- Tribute to strategists: Heroes of Might and Magic III Manual by Rainalkar, pp. 22-25.