Sorcery

From Heroes of Might and Magic III
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Secondary skills
Expert Air Magic.png Air Magic
Expert Archery.png Archery
Expert Armorer.png Armorer
Expert Artillery.png Artillery
Expert Ballistics.png Ballistics
Expert Diplomacy.png Diplomacy
Expert Eagle Eye.png Eagle Eye
Expert Earth Magic.png Earth Magic
Expert Estates.png Estates
Expert Fire Magic.png Fire Magic
Expert First Aid.png First Aid
Expert Intelligence.png Intelligence
Expert Interference.png Interference Horn of the Abyss
Expert Leadership.png Leadership
Expert Learning.png Learning
Expert Logistics.png Logistics
Expert Luck.png Luck
Expert Mysticism.png Mysticism
Expert Navigation.png Navigation
Expert Necromancy.png Necromancy
Expert Offense.png Offense
Expert Pathfinding.png Pathfinding
Expert Resistance.png Resistance
Expert Scholar.png Scholar
Expert Scouting.png Scouting
Expert Sorcery.png Sorcery
Expert Tactics.png Tactics
Expert Water Magic.png Water Magic
Expert Wisdom.png Wisdom
Sorcery
Basic Sorcery.png Basic Sorcery: causes a hero's spells to inflict an additional 5% damage in combat.
Advanced Sorcery.png Advanced Sorcery: causes a hero's spells to inflict an additional 10% damage in combat.
Expert Sorcery.png Expert Sorcery: causes a hero's spells to inflict an additional 15% damage in combat.

Sorcery is a secondary skill that increases the damage of spells up to 15%. It also boosts damage spells cast by creatures under the hero's control, such as Thunderbirds or particularly Faerie Dragons

Heroes with Basic Sorcery as a starting skill:

Heroes with Sorcery as a specialty and a starting skill:

All the specialists receive a 5% per level bonus to their Sorcery skill.

Chance to get[edit | edit source]

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Town portrait Castle small.gif Castle  Knight   1 (lowest)
Town portrait Castle small.gif Castle  Cleric   5
Town portrait Rampart small.gif Rampart  Ranger   2
Town portrait Rampart small.gif Rampart  Druid   6
Town portrait Tower small.gif Tower  Alchemist   3
Town portrait Tower small.gif Tower  Wizard   8
Town portrait Inferno small.gif Inferno  Demoniac   3
Town portrait Inferno small.gif Inferno  Heretic   6
Town portrait Necropolis small.gif Necropolis  Death Knight   4
Town portrait Necropolis small.gif Necropolis  Necromancer   6
Town portrait Dungeon small.gif Dungeon  Overlord   2
Town portrait Dungeon small.gif Dungeon  Warlock  10 (highest)
Town portrait Stronghold small.gif Stronghold  Barbarian   1 (lowest)
Town portrait Stronghold small.gif Stronghold  Battle Mage   6
Town portrait Fortress small.gif Fortress  Beastmaster   1 (lowest)
Town portrait Fortress small.gif Fortress  Witch   8
Town portrait Conflux small.gif Conflux  Planeswalker   1 (lowest)
Town portrait Conflux small.gif Conflux  Elementalist   8
Town portrait Cove small.gif Cove  Captain   2
Town portrait Cove small.gif Cove  Navigator   6
Town portrait Factory small.gif Factory  Mercenary   2
Town portrait Factory small.gif Factory  Artificer   7


User commentary

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Some may find the information in this section subjective or irrelevant.

For a magically-oriented hero, Sorcery is a good supporting skill. It makes little effect on basic level and/or with low spell power, but on expert level Sorcery does a good job for a strong magician. It's a good idea to start with a hero whose specialty is Sorcery; for example, Malekith is possibly the best hero for Dragogeddon since he is basing in Dungeon and therefore Armageddon and Black Dragons are both at his service. However, if a hero is more a warrior than a magician, and will probably never get superior spell power and knowledge, possibly it's better to concentrate on something else, as e.g. Wisdom and Earth Magic are more universal.

Sorcery is among mediocre secondary skills. The fact is that creatures cause significant part of the damage during combat, and enhancing spells like Bless can easily cause more damage than most of the spells causing damage. Perhaps the only exceptions are Armageddon and Implosion. In other words, it is more lucrative to spend the combat round's spell to enhance the troops than to cause damage to enemy creatures. The consequence is that Air, Fire, Earth and Water Magic secondary skills - that similarly enhance the effect of spells - become more preferable than Sorcery.


See also: