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Help please!

Playing the tutorial and it says "visit the Mages guild."
If you aren't a caster (i.e. the tutorial hero is a Might hero) spend 500 gold to buy a spellbook.
So I did...and now my Might hero has the spell "Scuttle Boat."
The Mage's guild offers Cure, Haste, etc...how do you learn these?

And what is "visiting?" Walk out of town and go back in?
That doesn't add spells.
Does every town only teach one spell ever? Is it on a cool down?
I recruited a Cleric hero thinking they may start with more...nope. Apparently the first and only spell in Cleric school is Scuttle Boat.
Sorry I'm sure it's something obvious...like getting troops to join the army which the first time running the tutorial never worked until I realized you needed the horsey rearing symbol to mean you are visiting the town with the hero.

Thanks in advance!
NM. I thought it was about MM3.
Post edited July 02, 2017 by PetrusOctavianus
To visit a Mage guild, have the hero walk into the town that contains the Mage guild you wish to visit. That should be it. The hero will need a spell book before they can learn any spells. The hero must have the Wisdom skill before they can learn spells that are third level or higher (each level of Wisdom lets them learn one higher level of spells).

If the hero's portrait appears in the town while the town screen is open, then they'll learn every spell in that town which they can learn at that time.
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rerednaweht: So I did...and now my Might hero has the spell "Scuttle Boat."
The Mage's guild offers Cure, Haste, etc...how do you learn these?
Cure and Haste are both Combat spells. Scuttle Boat is an Adventure spell. Your hero learns both Combat and Adventure spells (subject to the rules described elsewhere about wisdom, having a spell book, etc.), but the UI presents them separately. I suspect your hero has learned all three of those spells, but you looked only at the Adventure spells section, so you thought he/she had only learned the Adventure spell. Since you cannot cast combat spells while adventuring, nor adventure spells while in combat, the developers opted to reduce clutter in the book by showing them in separate sections. When viewing the spell book, click the bookmark down in the bottom left of the book to switch to the matching spell group. When you are in combat, the book will automatically open to combat spells.
What advowson said ^

I'll just add a screenshot.

The adventure spells are by default opened from the adventure screen (you only have Scuttle Boat).

To see your battle spells (Cure, Haste)... you have to click the Battle spells bookmark.
Attachments:
homm3.png (470 Kb)
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rerednaweht: And what is "visiting?" Walk out of town and go back in?
That doesn't add spells.
Does every town only teach one spell ever? Is it on a cool down?
"Visiting" is actually having your hero on the bottom of two rows available in the town. If you move the hero to the top slot he will be "garrisoned".

To learn new spells from a guild, just move the hero into the town, click on the mage guild, and you are done (assuming you have a spellbook and the required skills for 3rd level and up). If you just go into a town and then straight back out no spells are learned.
Alternatively, you can leave a hero in town overnight and they learn available spells and regain all spell points. Though if a town has no mage guild you wont regain spell points.

The difference between garrison and visiting are mainly for leaving troops behind when a hero leaves town. Notice when you buy troops they initially appear in the "garrison" row. If you have a hero garrisoned, and another visiting when the town is attacked, the visiting hero and his troops fight in open ground. The AI often hires a last minute hero just for this, so you have to fight a weak force in the open (using up your luck and morale bonuses) before starting a siege.

Note also that when you garrison a hero (move him into the top row) he will appear at the bottom of your hero roster on the adventure map when he moves back to "visiting". This can cause some confusion if you don't expect it.

There used to a bug where although you are limited to eight heroes, if you leave any garrisoned, they don't appear in the adventure map roster - ever. So you could in theory have an extra eight heroes if you garrisoned them all. Useful for holding those pesky bags of gold and similar artefacts.
Please tell me how i learn armageddon. i have expert wisdom expert fire magic and dungeon and infernal level 5 mage tower
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daydara: Please tell me how i learn armageddon. i have expert wisdom expert fire magic and dungeon and infernal level 5 mage tower
Spells which appear in mage guilds are given randomly (taking into account certain limitations, e.g. Death Ripple being a Necropolis-only spell). So unless you can reach a different town that can host the spell, or find a loose spell scroll with Armageddon in it, then you can't find/use that spell on that specific map.
Post edited October 23, 2017 by Plokite_Wolf
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daydara: Please tell me how i learn armageddon. i have expert wisdom expert fire magic and dungeon and infernal level 5 mage tower
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Plokite_Wolf: Spells which appear in mage guilds are given randomly (taking into account certain limitations, e.g. Death Ripple being a Necropolis-only spell). So unless you can reach a different town that can host the spell, or find a loose spell scroll with Armageddon in it, then you can't find/use that spell on that specific map.
Plokite Wolf is correct...but there is another way if you are playing Armageddon's Blade expansion. Get The Armageddon's Blade. When you equip this sword it gives you Armageddon AND makes all your troops immune to it. If you have to fight an enemy hero to get you will know all about it....briefly.

Further to mage guild spells appearing randomly... This is usually the case, and you should know it is set at the beginning of a game, when the map is fired up. There is no point saving and reloading hoping for a better choice. I say usually, because the map editor allows certain spells to be either "possible", "guaranteed" or "never" available. So some fan made maps are preset, and if you can open a map in the editor you can set them yourself. this option is not available for campaign maps or once the scenario is part way through.
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bonzer: Get The Armageddon's Blade.
...supposing the artefact even exists on that map.
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bonzer: Get The Armageddon's Blade.
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Plokite_Wolf: ...supposing the artefact even exists on that map.
towns with artifact merchants will restock their inventory every month (or was it every week, its been a while) with a new selection of random stuff so if you wait long enough it may show up eventually
To learn all spells You can also locate Conflux town (the elemental one) and build Holy Grail sactuary in it. On most maps grail is available.
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Plokite_Wolf: Spells which appear in mage guilds are given randomly (taking into account certain limitations, e.g. Death Ripple being a Necropolis-only spell). So unless you can reach a different town that can host the spell, or find a loose spell scroll with Armageddon in it, then you can't find/use that spell on that specific map.
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bonzer: Plokite Wolf is correct...but there is another way if you are playing Armageddon's Blade expansion. Get The Armageddon's Blade. When you equip this sword it gives you Armageddon AND makes all your troops immune to it. If you have to fight an enemy hero to get you will know all about it....briefly.

Further to mage guild spells appearing randomly... This is usually the case, and you should know it is set at the beginning of a game, when the map is fired up. There is no point saving and reloading hoping for a better choice. I say usually, because the map editor allows certain spells to be either "possible", "guaranteed" or "never" available. So some fan made maps are preset, and if you can open a map in the editor you can set them yourself. this option is not available for campaign maps or once the scenario is part way through.
Thanks a lot !