Sorcery

From Heroes of Might and Magic III
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Secondary skills
Expert Air Magic large.png Air Magic
Expert Archery large.png Archery
Expert Armorer large.png Armorer
Expert Artillery large.png Artillery
Expert Ballistics large.png Ballistics
Expert Diplomacy large.png Diplomacy
Expert Eagle Eye large.png Eagle Eye
Expert Earth Magic large.png Earth Magic
Expert Estates large.png Estates
Expert Fire Magic large.png Fire Magic
Expert First Aid large.png First Aid
Expert Intelligence large.png Intelligence
Expert Interference large.png Interference Horn of the Abyss
Expert Leadership large.png Leadership
Expert Learning large.png Learning
Expert Logistics large.png Logistics
Expert Luck large.png Luck
Expert Mysticism large.png Mysticism
Expert Navigation large.png Navigation
Expert Necromancy large.png Necromancy
Expert Offense large.png Offense
Expert Pathfinding large.png Pathfinding
Expert Resistance large.png Resistance
Expert Scholar large.png Scholar
Expert Scouting large.png Scouting
Expert Sorcery large.png Sorcery
Expert Tactics large.png Tactics
Expert Water Magic large.png Water Magic
Expert Wisdom large.png Wisdom
Sorcery
Basic Sorcery large.png Basic Sorcery: causes a hero's spells to inflict an additional 5% damage in combat.
Advanced Sorcery large.png Advanced Sorcery: causes a hero's spells to inflict an additional 10% damage in combat.
Expert Sorcery large.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.png Castle  Knight   1 (lowest)
Town portrait Castle small.png Castle  Cleric   5
Town portrait Rampart small.png Rampart  Ranger   2
Town portrait Rampart small.png Rampart  Druid   6
Town portrait Tower small.png Tower  Alchemist   3
Town portrait Tower small.png Tower  Wizard   8
Town portrait Inferno small.png Inferno  Demoniac   3
Town portrait Inferno small.png Inferno  Heretic   6
Town portrait Necropolis small.png Necropolis  Death Knight   4
Town portrait Necropolis small.png Necropolis  Necromancer   6
Town portrait Dungeon small.png Dungeon  Overlord   2
Town portrait Dungeon small.png Dungeon  Warlock  10 (highest)
Town portrait Stronghold small.png Stronghold  Barbarian   1 (lowest)
Town portrait Stronghold small.png Stronghold  Battle Mage   6
Town portrait Fortress small.png Fortress  Beastmaster   1 (lowest)
Town portrait Fortress small.png Fortress  Witch   8
Town portrait Conflux small.png Conflux  Planeswalker   1 (lowest)
Town portrait Conflux small.png Conflux  Elementalist   8
Town portrait Cove small.png Cove Horn of the Abyss     Captain   2
Town portrait Cove small.png Cove Horn of the Abyss     Navigator   6
Town portrait Factory small.png Factory Horn of the Abyss     Mercenary   2
Town portrait Factory small.png Factory Horn of the Abyss     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: