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{{About|This article refers to the secondary skill. For the school of magic, see [[School of Water Magic]].}}
[[Image: Expert_water.png|right]]


{{Secondary skills}}
Increases the performance of your Water Magic [[Spells]].
{{Secondary skill
 
| B_effect = allows your hero to cast water spells at reduced cost.
{{skills|Effect|none|Cost reduction|Varies with spell, usually increased effect|Varies with spell, turns some spells into mass versions}}
| A_effect = allows your hero to cast water spells at reduced cost and increased effectiveness.
| E_effect = allows your hero to cast water spells at reduced cost and maximum effectiveness.
}}


'''Water Magic''' is a [[secondary skill]] that increases the effectiveness and reduces costs of the [[spell]]s from [[School of Water Magic]].
== List of Water Magic Spells ==
=== [[First Level Spells|First Level]] ===


Water Magic is a school of magic, along with Earth, Fire and Air Magic. There is a special rule in place that offers schools of magic more often as a choice when leveling up than the secondary skill learning percentages suggest: A new school of magic will be offered at least every 4 levels for Might heroes and every 3 levels for Magic heroes. It can be offered more often by chance. Example: The Might hero was not offered a school of magic when reaching levels 2 and 3. The hero will then be guaranteed to be offered a magic school at level 4. At level 8, the hero will be offered again a new magic school if none was offered at levels 5, 6 and 7.
*[[Bless]]
*[[Cure]]
*[[Dispel]]
*[[Magic Arrow]]
*[[Protection from Water]]
*[[Summon Boat]]


'''Classes unable to learn {{PAGENAME}} skill:'''
=== [[Second Level Spells|Second Level]] ===
*[[Ice Bolt]]
*[[Remove Obstacle]]
*[[Scuttle Boat]]
*[[Visions]]
*[[Weakness]]


''(They can only acquire the skill from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s, [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es).''
=== [[Third Level Spells|Third Level]] ===
* [[File:Overlord portrait.gif]] [[Overlord]]s
*[[Forgetfulness]]
* [[File:Barbarian portrait.gif]] [[Barbarian]]s
*[[Frost Ring]]
* [[File:Mercenary portrait.gif]] [[Mercenary|Mercenaries]]
*[[Mirth]]
*[[Teleport]]


'''Heroes with Basic Water Magic as a starting skill:'''
=== [[Fourth Level Spells|Fourth Level]] ===
* {{H2|Ciele|Elementalist}}
*[[Clone]]
* {{H2|Gelare|Elementalist}}
*[[Prayer]]
* {{H2|Casmetra|Navigator}}{{-wh}}
*[[Water Walk]]


== Chance to get ==
=== [[Fifth Level Spells|Fifth Level]] ===
{{Secondary skill chance explanation}}
*[[Summon Water Elemental]]
{{ZET SEC SKILL CHANCE TABLE| 4| 4| 3| 4| 2| 3| 1| 2| 3| 3| 0 (impossible)| 2| 0 (impossible)| 3| 2| 3| 2| 6 (highest) {{withsod}}| 2| 9 (highest){{-wh}}| 0 (impossible)| 3}}


{{user commentary|
==Description==
Like other magic schools, Water Magic is important. It has three essential Level 1 spells - [[Bless]], [[Cure]], and [[Dispel]]. Units with big damage range (e.g. [[Harpy and Harpy Hag|Harpy Hags]]) will become mighty when Blessed. Beware when casting Dispel though, as positive magic from your units and negative magic from the enemies will also be removed. [[Weakness]] will help your units survive, reducing enemy's damage. Mass [[Forgetfulness]] is a must when fighting neutral ranged units, as otherwise they will very likely kill some of your troops even being easily defeated. [[Clone]] is very good to units with magic abilities, as, for example, every clone of [[Archangel]]s will [[Resurrection|resurrect]] allies separately. [[Prayer]] is just making units stronger and faster, [[Summon Boat]] is helpful when there is no [[Shipyard]] nearby (or no resources for a [[boat]]), and [[Scuttle Boat]] is a useful tactical feature (e.g. to scuttle your own boat so as to force an enemy hero into a battle). [[Teleport]] will drive slow troops to the heat of the battle, as they wouldn't reach enemies by their natural speed; this spell can be also an unexpected maneuver (e.g. for a stack who can attack all adjacent troops).
Water Magic is often underestimated, due to the lack of powerful [[direct damage spells]] and [[Adventure spell|movement spells]]. However, the power of the first group quickly weakens when the end game draws near and [[Army|armies]] grow, and the second group  are oftenmost [[banned]], and this is when Water Magic shines: it has a couple of excellent [[blessing]]s, [[Cure]] and [[Dispel]] can quickly make all the enemies spells go away, and [[Forgetfulness]] and [[Teleport]] can turn a hopeless situation into a certain victory. Recommended for everyone, but especially for [[Fortress]], who can use Teleport along with [[Hydra]]s to extremely good effects.


While Water magic does not have the same utility as Earth and Air magic in terms of adventure spells, it is not to be underestimated on the battlefield, especially for having one of the most formidable buff spells in the game, [[Prayer]]. This powerful buff spell also can stack with [[Bless]], and if both are [[mass cast]] heroes will have a reliable, mana-efficient combat strategy to use for the entire game.
=== DiFool's Ratings (1-5) ===


Expert [[Teleport]] is extremely useful in siege situations, and [[Clone]] can double the damage output of your most powerful units or force the opponent to waste an attack. Expert [[Cure]] is also a good way to remove mass debuffs on your army.
*[[Direct damage spells|Direct damage]]  1
}}{{end of user commentary}}
*[[Blessing|Benefit own army]]           5
*[[Curse (spell type)|Weaken enemy army]] 3
*[[Adventure spell|Travel]]               3
*[[Informational spells|Informational]]   1
*  Specialty helps?    5


{{secondary skill 'see also'}}
{{Secondary skills}}


[[Category: Secondary skills]]
[[Category: Secondary skills]]
[[Category: Spells]]
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