Air Magic: Difference between revisions

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(added Heroes with Air Magic as a starting skill.)
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'''Air magic''' is a [[secondary skill]], that increases the effectiveness and reduces costs of [[spell]]s from the [[School of Air Magic]].
'''Air magic''' is a [[secondary skill]], that increases the effectiveness and reduces costs of [[spell]]s from the [[School of Air Magic]].
'''Heroes with Air Magic as a starting skill:'''
* [[Aenain]] the [[Elementalist]] (basic)
* [[Brissa]] the [[Elementalist]] (basic)


== Discussion ==
== Discussion ==

Revision as of 05:04, 30 August 2015

is about the secondary skill. For air magic spells, see School of Air Magic.

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Air Magic
Basic Air Magic: allows your hero to cast air spells at reduced cost.
Advanced Air Magic: allows your hero to cast air spells at reduced cost and increased effectiveness.
Expert Air Magic: allows your hero to cast air spells at reduced cost and maximum effectiveness.

Air magic is a secondary skill, that increases the effectiveness and reduces costs of spells from the School of Air Magic.

Heroes with Air Magic as a starting skill:

Discussion

The main reasons for choosing air magic are fly, dimension door and haste spells. The first two are most powerful adventure map spells together with town portal. However, fly and dimension door are often banned from custom maps. Nevertheless, expert air magic causes haste to be cast at mass spell, which makes it worth the secondary skill slot.