Mysticism

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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
Mysticism
Basic Mysticism large.png Basic Mysticism: allows your hero to regenerate 2 spell points per day. (5 in Horn of the AbyssHorn of the Abyss
Advanced Mysticism large.png Advanced Mysticism: allows your hero to regenerate 3 spell points per day. (10 in Horn of the AbyssHorn of the Abyss
Expert Mysticism large.png Expert Mysticism: allows your hero to regenerate 4 spell points per day. (15 in Horn of the AbyssHorn of the Abyss

Mysticism is one of secondary skills. Normally heroes regenerate one spell point per day, but mysticism enables heroes to regenerate up to four points per day.

Heroes with Basic Mysticism as a starting skill:

Heroes with Mysticism as a specialty and a starting skill:

Artifacts with similar ability:

Horn of the Abyss[edit | edit source]

In Horn of the Abyss Horn of the Abyss, the skill regenerates 5, 10, and 15 spell points per day.

Comparison with Intelligence[edit | edit source]

Both Intelligence and Mysticism increase the amount of mana the hero can spend before returning to their town (as spending a night at a town with a Mage Guild replenishes hero's mana pool). Assuming that heroes use a certain average amount of mana each day, and that the moment a hero runs out of mana they immediately return to one of their towns to replenish it, Mysticism is superior to Intelligence as long as the hero's average daily mana spending is less than 6 / 3.8 / 3 times their daily mana regeneration bonus from Mysticism respectively for Basic / Advanced / Expert Intelligence.

In simpler terms, Mysticism is preferable to Intelligence if on average, the hero spends at most 6 / 7.6 / 9 Shadow of Death (24 / 34.2 / 42 Horn of the Abyss) mana per day (for Basic, Advanced and Expert respectively, assuming Mysticism and Intelligence are at the same level of proficiency).

Obviously, these assumptions do not apply if the hero has easy access to wells, magic springs, the mana vortex or the Wizard's Well artifact.

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


User commentary

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

In the traditional Heroes 3, Mysticism is usually ignored by players. There are opportunities to restore all mana points, namely Magic Wells and towns with a Mage Guild, and a Magic Spring or Mana Vortex in Dungeon will double them. However, on rare occasions when a map doesn't have many places to reload mana it can be useful (e.g. on the map Azure Dragons, the last scenario of Dragon Slayer campaign, Mage Guilds are absent in towns - while there is still a low possibility that you learn Mysticism, since you should win first three scenarios in order to proceed to the last one, and they aren't freebies, thus requiring Dracon to learn something stronger than Mysticism). In Horn of the Abyss Horn of the Abyss, Mysticism earns much more spell points, and on expert level it allows to cast some high-level spells every day.

Things that ruin Mysticism


See also: