Primary skill

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Revision as of 12:19, 16 January 2014 by 91.119.230.201 (talk) (added columned list for attack buffing spells)
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Primary skills are characteristics of heroes and creatures. There are four different primary skills: attack, defense, power and knowledge skill. Attack and defense can be categorized as might skills while power and knowledge are magic skills.

Attack skill

File:Hero attack.png

Attack skill together with defense is the one of the main factors affecting the amount of damage creatures under hero's command deals.


Spells altering attack skill

Mana 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 as a secondary skill (no matter if on basic, advanced or expert).

Spell Mana spent Mana skilled Change AttackBuff AttackBuffAtAdvanced AttackBuffAtExpert
Bloodlust -5 -4 Attack (Own) +3 +6 all own units
Weakness -8 -6 Attack (Enemy) -3 -6 all enemy units
Frenzy -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
Precision -8 -6 Ranged attack (own) +3 +6 all own ranged units
Slayer -16 -12 Attack (own) against Level 7 Creatures +8 against Dragons, Hydras, Behemoths +8 against Angels, Devils +8 against Titans
Prayer -16 -12 Speed, Attack, Defense increased Speed, Attack, Defense increase by +2 Speed, Attack, Defense increase by +4 all own units

Defense skill

File:Hero defense.png

Defense skill together with attack is the one of the main factors affecting the amount of damage creatures under hero's command deals.

It should be noted, that while defence is acceptable spelling, it is always spelled defense in Heroes of Might and Magic III. However, it is spelled as defence in Heroes Chronicles.

Spells altering defense

Spell power skill

Spell power (also just power) is the main factor for damage and duration of the spells. 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 points a hero may have. It is calculated by multiplying knowledge with ten, so knowledge of 13 would give a hero maximum of 130 spell points. However, with secondary skill intelligence maximum can be increased by 25 % at basic, 50% by advanced and 100% at expert level. 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