Heroes of Might and Magic 3: Skills
The number of heroic skills in Heroes of Might and Magic 3 has been increased to 28, but each person can only learn 8 of them. The learning of some skills is also related to the race of the hero, for example, the knights cannot learn spiritism. The choice of skills is crucial to developing heroes.
AirMagic: Increases the power of air magic and decreases the cost of mana. Level 1 air magic reduces mana cost by 1. Level 2 has a 2 mana cost lower. Level 3 reduces mana cost by 3. Level 4 reduces mana cost by 4. Level 5 reduces mana cost by 5.
Archery: Increases the attack power of ranged units and weapons of war. Base: Increases by 10%. Intermediate: 25% increase. Advanced: 50% increase.
Armorer: Reduces enemy damage to your troops. Base: Reduced by 5%. Intermediate: 10% reduction. Advanced: 15% reduction.
Artillery: Manually controls the Arrow Cart to attack the target, attacking twice per turn and increasing the chance of double power. Base: Double power at 50%. Advanced: Double power at 75%. Expert: Double power every turn.
Ballistics: Allows you to manually control your target and increase the number of attacks, damage, and accuracy. Basic: Hit the wall once with a 60% chance of hitting the wall, 50% chance of max attack damage, and less than 60% chance of hitting the tower unless the wall is completely broken. Advanced: Attack twice, the rest as above. Expert: Attack twice, both with maximum power; 75% chance of hitting a wall, 75% chance of hitting a tower unless the wall is completely broken.
Diplomacy: Increases the chance of a neutral force joining and reduces the cost required. Base: 25% added, cost reduced by 20%. Advanced: 50% joined, cost reduced by 40%. Expert: Join 100% and cost 60% less.
EagleEye: Allows heroes to learn enemy spells. Base: 40% chance to learn level 2 magic. Advanced: 50% chance to learn level 3 magic. Expert: 60% chance to learn level 4 magic.
EarthMagic: Increases the power of EarthMagic and decreases mana consumption. Tier 1 Earth Magic reduces mana cost by 1. Level 2 reduces mana cost by 2. Level 3 reduces mana cost by 3. Level 4 reduces mana cost by 4. Level 5 reduces mana cost by 5.
Estates: Can increase your daily income. Base: Add 125 per day. Advanced: Add 250 per day. Expert: Add 500 per day.
FireMagic: Increases the power of fire elemental magic and decreases the mana consumed. Level 1 reduces mana cost by 1. Level 2 reduces mana cost by 2. Level 3 reduces mana cost by 3. Level 4 reduces mana cost by 4. Level 5 reduces mana cost by 5.
FirstAid: When a hero uses a health tent, it gains additional effects and allows them to target health. Base: Increases health by up to 50. Advanced: Increases health by up to 75. Expert: Increases health by up to 100.
Intelligence: Increases the maximum amount of hero's mana. Base: Increases maximum mana by 25%. Advanced: Increases maximum mana by 50%. Expert: Maximum mana doubled.
Leadership: Increases the morale of the troops you lead, a skill that cannot be learned by necromancers and death knights. Base: Adds 1 morale. Advanced: Adds 2 morale. Expert: Add 3 morale.
Learning: Increases the amount of experience gained in hero battles. Base: Can be increased by 5%. Advanced: Can be increased by 10%. Expert: Can be increased by 15%.
Logistics: Increases the hero's land movement. Base: Movement is increased by 10%. Advanced: Increases movement by 20%. Expert: Increases movement by 30%.
Luck: Increases the luck of the troops you lead and doubles the chance of attacking. Base: Add 1 point of luck. Advanced: Adds 2 points of luck. Expert: Add 3 points of luck.
Mysticism: Increases the number of points a hero's daily mana is restored. Base: Regenerate 2 points per day. Advanced: Regenerate 3 points per day. Expert: 4 points of recovery per day.
Navigation: Increases the hero's movement at sea. Base: Adds 50% action. Advanced: Adds 100% action. Expert: Adds 150% action.
Necromancy: Converts troops that die in battle into skeletons. Base: 10% conversion. Advanced: 20% conversion. Expert: Convert 30%.
Offense: Increases the lethality of friendly melee units. Base: Increases by 10%. Advanced: 20% increase. Expert: 30% increase.
Pathfinding: Reduces the effect of terrain on hero movement. Base: Increases by 10%. Advanced: 20% increase. Expert: 30% increase.
Resistance: Causes offensive spells cast by the enemy to be disabled. Base: 5% chance not to be affected. Advanced: 10% chance not affected. Expert: 20% chance not affected.
Scholar: Enables heroes to learn each other's spells when they meet. Base: Exchangeable for level 2 magic. Advanced: Exchangeable for level 3 magic. Specialist: Interchangeable for level 4 magic.
Scouting: Increases the hero's vision range. Base: Add 1 square. Advanced: Adds 2 squares. Specialist: Add 3 squares.
Sorcery: Increases the attack damage of offensive magic cast by heroes. Base: 5% increase. Advanced: 10% increase. Expert: 15% increase.
Tactics: Enables heroes to rearrange their troops before going to war. Level 3 above the enemy can be ranked within 7 blocks. Tactics that are 2 levels higher than the enemy can be placed within 5 blocks. Tactics that are 1 level higher than the enemy can be placed within 3 blocks. If the tactical level is the same as that of the enemy, you can only choose whether to pack or disperse the formation.
WaterMagic: Increases the power of water magic and decreases the cost of mana. Level 1 reduces mana cost by 1. Level 2 reduces mana cost by 2. Level 3 reduces mana cost by 3. Level 4 reduces mana cost by 4. Level 5 reduces mana cost by 5.
Wisdom: Enables heroes to learn more advanced magic. Basic: Can learn level 3 magic. Advanced: Can learn level 4 magic. Expert: Can learn level 5 magic.
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