Primary skill: Difference between revisions

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(rose because hey it is damage)
(more representative as Warlocks accumulate SP very fast; naturally these two are the most "magical" classes)
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'''Primary skills''' are characteristics of [[hero]]es and [[creature]]s. There are four different primary skills: [[Primary skill#attack_skill|attack]], [[Primary skill#defense_skill|defense]], [[Primary skill#power_skill|power]] and [[Primary skill#knowledge_skill|knowledge]] skill. Attack and defense can be categorized as ''might skills'' while power and knowledge are ''magic skills''.
{|  cellspacing=3 style="float:right; border:1px solid grey; width:170px; margin: 0 0 0 0.5em"
 
|- valign=middle align=middle
== Attack skill ==
| [[Image:Attack_skill.png]]<br>Attack
[[Image:Hero_attack.png|right]]
| [[Image:Defense_skill.png]]<br>Defense
Attack skill together with defense is the one of the main factors affecting the amount of [[Damage calculation|damage]] creatures under hero's command deals.
|- valign=middle align=middle
 
| [[Image:Power_skill.png]]<br>Power
 
| [[Image:Knowledge_skill.png]]<br>Knowledge
=== Spells altering attack skill ===
Mana spent skilled is the spent mana cost being reduced because of specialilsation in the magic variant and thus having [[Earth Magic]], [[Fire Magic]], [[Water Magic]] or [[Air Magic]] (whatever school the spell is in, some first level or second level ones are universal and belong to more than one school) as a secondary skill (no matter if on basic, advanced or expert).
 
{|class="wikitable sortable"
!Spell!!Spell Level!!Mana spent!!Mana spent skilled!!Change!!AttackBuff!!AttackBuffAtAdvanced!!AttackBuffAtExpert
|-
|[[Bloodlust]]||1||-5||-4||Attack (Own)||+3||+6|| all own units
|-style="background-color: mistyrose;"
|[[Weakness]]||2||-8||-6||Attack (Enemy)||-3||-6|| all enemy units
|-
|[[Frenzy]]||4||-16||-12||Loose all Defense, gain some Attack|| Defense lost = Attack gained|| Attack gains 150% former Defense, Defense is lost|| Attack gains 200% former Defense, Defense is lost
|-style="background-color: mistyrose;"
|[[Precision]]||2||-8||-6||Ranged attack (own)||+3||+6||all own ranged units
|-
|-
|[[Slayer]]||4||-16||-12||Attack (own) against Level 7 Creatures||+8 against [[Dragon]]s, [[Hydra]]s, [[Behemoth]]s||+8 against [[Angel]]s, [[Devil]]s||+8 against [[Titan]]s
| colspan=2 | Primary skill symbols which recur almost in the same form throughout the game.
|-style="background-color: mistyrose;"
|} '''Primary skills''' are characteristics of [[hero]]es and [[creature]]s. There are four different primary skills: attack, defense, spell power and knowledge. Each time a hero reaches a new level, one of their primary skills is advanced by one point. Attack and defense can be categorized as ''might skills'' while power and knowledge are ''magic skills''. Might heroes, like [[Knight]]s and [[Ranger]]s, advance more rapidly in might skills as for magic heroes, like [[Wizard]]s and [[Warlock]]s, advance faster in magic skills. The advancement in primary skills vary considerably by the [[hero class]] on levels 1 to 9, but after that, hero's advancement generally becomes more balanced.
|[[Prayer]]||4||-16||-12||[[Speed]], [[Attack]], [[Defense]] increased||[[Speed]], [[Attack]], [[Defense]] increase by +2||[[Speed]], [[Attack]], [[Defense]] increase by +4 || all own units
|}


== Defense skill ==
'''Attack skill''' together with defense are the main factors affecting the amount of [[Damage calculation|damage]] creatures deals under the hero's command. A hero's attack skill value is added to each of the stack's attack rating, increasing the amount of damage they can inflict in combat.<br>
[[Image: Hero_defense.png|right]]
For each extra point of Attack skill over defender's Defense skill, the inflicted damage gets increased by 5 % (up to 300 %, which is 60 points in difference).


Defense skill together with attack is the one of the main factors affecting the amount of [[Damage calculation|damage]] creatures under hero's command deals.  
'''Defense skill''' works in similar way to attack skill. Heroes' defense skill is added to the defense rating of each of the creatures in their army, which decreases the amount of damage they take from enemy attacks. <br>
For each extra point of Defense skill over attackers's Attack skill, the received damage gets reduced by 2.5 % (up to 70 %, which is 28 points in difference).


It should be noted, that while ''defen<u>c</u>e'' is acceptable spelling, it is always spelled ''defen<u>s</u>e'' in {{homm}}. However, it is spelled as ''defence'' in {{hc}}.
'''Power skill''' (or sometimes ''spell power'') is the main factor for duration of many essential spells like [[Bless]], [[Curse]], [[Haste]], [[Slow]] and many others (1 point of Power skill equals 1 round of duration), the amount of health points taken by damage spells and restored by beneficial spells, and efficiency of miscellaneous spells (e.g. ones summoning elementals). Efficiency of some spells, for example of the majority of those cast on the adventure map, doesn't depend on Power skill.<br>


'''Knowledge skill''' determines the maximum amount of [[spell point]]s a hero may have. It is calculated by multiplying knowledge with 10, so knowledge of 13 would give a hero a natural maximum of 130 spell points. With the [[Intelligence]] secondary skill, this natural maximum can be increased up to double. Additionally, visiting a [[mana vortex]] or a [[magic spring]] hero can temporarily double the spell points, which means that with expert intelligence, the maximum spell points will be quadrupled from original amount.


=== Spells altering defense ===
By default, most heroes have at least one point in every primary skill. However, a map-maker can set the starting skill to 0. In that case, the hero will look and function as if the value would be one. When the hero receives the first point to the skill, he will still have only one point in it, but after that the points accumulate normally.
 
{|class="wikitable sortable"
!Spell!!Spell Level!!Mana spent!!Mana spent skilled!!Change!!DefenseBuff!!DefenseBuffAtAdvanced!!DefenseBuffAtExpert
|-
|[[Frenzy]]||4||-16||-12||Loose all Defense, gain some Attack|| Defense lost = Attack gained|| Attack gains 150% former Defense, Defense is lost|| Attack gains 200% former Defense, Defense is lost
|-style="background-color: palegoldenrod;"
|[[Prayer]]||4||-16||-12||[[Speed]], [[Attack]], [[Defense]] increased||[[Speed]], [[Attack]], [[Defense]] increase by +2||[[Speed]], [[Attack]], [[Defense]] increase by +4 || all own units
|-
|[[Shield]]||1||-5||-4||Reduction of melee damage (not ranged one)||-15 % damage taken by melee damage||-30 % damage taken by melee damage|| all own units
|-style="background-color: palegoldenrod;"
|[[Stone Skin]]||1||-5||-4||Defense rating increase||+3||+6|| all own units
|-
|[[Air Shield]]||3||-12||-9||Reduction of ranged damage (not melee one)||-25% damage taken by ranged attacks||-50% damage taken by ranged attacks|| all own units
|}
 
Frenzy and Prayer from the "attack modifying spells" were mentioned before so they are the first spells to be mentioned in defense modifying spells here.
 
[[Stone Skin]] is worse than [[Shield]].
[[Air Shield]] is bugged and increases the damage from [[Arrow Towers]].
The Spells stack and can be used in paralell (only 3 effected spells are displayed - maybe using a 4th spell overrides spells stored so far).
 
== Spell power skill ==
Spell power (also just power) is the main factor for damage and duration of the [[spell]]s. By default, all heroes start with at least one point in this skill. However, a mapmaker might set the starting skill to 0. In that case, the hero will look and function as if he had 1 point, but when he receives his first point, it will not have any effect.
 
== Knowledge skill ==
The knowledge skill determines the maximum amount of [[spell point]]s a hero may have. It is calculated by multiplying knowledge with ten, so knowledge of 13 would give a hero a natural maximum of 130 spell points.
 
However, with the [[secondary skill]] [[intelligence]] this maximum can be increased
by 25 % at basic (adding 1/4 of 10 per 1 skill point, 2.50 points additional so it becomes 12.50 points mana per point knowledge),
by 50% at advanced (adding 1/2 of 10 per 1 skill point, 5 points additional so it is now 15 points mana per knowledge point) and
by 100% at expert level (being double the 10 points per skill point, making it 20 points per knowlege skill point).
 
This would mean, that with knowledge 13 and an expert level of intelligence, a hero would have maximum of 260 spell points.
 
Additionally, with [[mana vortex]] or [[magic spring]] hero can temporarily double the spell points, which means that with expert intelligence, the maximum spell points will be quadruple of the original.
 
Like with power, all heroes typically start with at least one point in this skill. However, a mapmaker may set the starting skill to 0. In that case, the hero will look and function as if he had 1 point, but when he receives his first point, it will not have any effect.


== See also ==
== See also ==
* [[Damage calculation]]
* [[Damage calculation]]


[[Category: Primary skills|*]]
{{primary skill navigational box}}
[[Category: Terms]]
 
[[Category: Heroes]]
__NOTOC__{{keywords}}

Revision as of 22:20, 26 November 2021


Attack

Defense

Power

Knowledge
Primary skill symbols which recur almost in the same form throughout the game.

Primary skills are characteristics of heroes and creatures. There are four different primary skills: attack, defense, spell power and knowledge. Each time a hero reaches a new level, one of their primary skills is advanced by one point. Attack and defense can be categorized as might skills while power and knowledge are magic skills. Might heroes, like Knights and Rangers, advance more rapidly in might skills as for magic heroes, like Wizards and Warlocks, advance faster in magic skills. The advancement in primary skills vary considerably by the hero class on levels 1 to 9, but after that, hero's advancement generally becomes more balanced.

Attack skill together with defense are the main factors affecting the amount of damage creatures deals under the hero's command. A hero's attack skill value is added to each of the stack's attack rating, increasing the amount of damage they can inflict in combat.
For each extra point of Attack skill over defender's Defense skill, the inflicted damage gets increased by 5 % (up to 300 %, which is 60 points in difference).

Defense skill works in similar way to attack skill. Heroes' defense skill is added to the defense rating of each of the creatures in their army, which decreases the amount of damage they take from enemy attacks.
For each extra point of Defense skill over attackers's Attack skill, the received damage gets reduced by 2.5 % (up to 70 %, which is 28 points in difference).

Power skill (or sometimes spell power) is the main factor for duration of many essential spells like Bless, Curse, Haste, Slow and many others (1 point of Power skill equals 1 round of duration), the amount of health points taken by damage spells and restored by beneficial spells, and efficiency of miscellaneous spells (e.g. ones summoning elementals). Efficiency of some spells, for example of the majority of those cast on the adventure map, doesn't depend on Power skill.

Knowledge skill determines the maximum amount of spell points a hero may have. It is calculated by multiplying knowledge with 10, so knowledge of 13 would give a hero a natural maximum of 130 spell points. With the Intelligence secondary skill, this natural maximum can be increased up to double. Additionally, visiting a mana vortex or a magic spring hero can temporarily double the spell points, which means that with expert intelligence, the maximum spell points will be quadrupled from original amount.

By default, most heroes have at least one point in every primary skill. However, a map-maker can set the starting skill to 0. In that case, the hero will look and function as if the value would be one. When the hero receives the first point to the skill, he will still have only one point in it, but after that the points accumulate normally.

See also

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