Earth Magic: Difference between revisions

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[[Image: Expert_earth.png|frame|left]]Increases the performance of your Earth Magic [[Spells]].
{{About|This article refers to the [[secondary skill]]. For the school of magic, see [[School of Earth Magic]].}}


{{skills|Effect|none|Cost reduction|Varies with spell, usually increased effect|Varies with spell, turns some spells into [[Mass spells|mass]] versions}}
{{Secondary skills}}
 
{{Secondary skill
== List of Earth Magic Spells ==
| B_effect = allows your hero to cast earth spells at reduced cost.
=== [[First Level Spells|First Level]] ===
| A_effect = allows your hero to cast earth spells at reduced cost and increased effectiveness.
 
| E_effect = allows your hero to cast earth spells at reduced cost and maximum effectiveness.
*[[Magic Arrow]]
}}
*[[Shield]]
*[[Slow]]
*[[Stone Skin]]
*[[View Earth]]


=== [[Second Level Spells|Second Level]] ===
'''Earth Magic''' is a [[secondary skill]], that increases the effectiveness and reduces costs of [[spell]]s from the [[School of Earth Magic]].
*[[Death Ripple]]
*[[Quicksand]]
*[[Visions]]


=== [[Third Level Spells|Third Level]] ===
Earth Magic is a school of magic, along with Water, 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. If 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.
*[[Animate Dead]]
*[[Anti-Magic]]
*[[Earthquake]]
*[[Force Field]]
*[[Protection from Earth]]


=== [[Fourth Level Spells|Fourth Level]] ===
'''Heroes with Earth Magic as a starting skill:'''
*[[Meteor Shower]]
* {{H2|Grindan|Elementalist}} (basic)
*[[Resurrection]]
* {{H2|Labetha|Elementalist}} (basic)
*[[Sorrow]]
*[[Town Portal]]


=== [[Fifth Level Spells|Fifth Level]] ===
{{ZET SEC SKILL CHANCE TABLE| 2 (lowest)| 3| 3| 4| 3| 3| 3| 4| 4| 8 (highest)| 3| 5| 3| 3| 3| 3| 3| 6| 4| 5}}
*[[Implosion]]
|}
*[[Summon Earth Elemental]]


==Description==
{{secondary skill 'see also'}}
Considered the strongest spell school by most, Earth Magic basically does it all: good [[Direct damage spells|damage spells]], good [[Adventure spell|adventure map spells]], decent [[blessing]]s, [[Resurrection]]/[[Animate Dead]], and last, but not least, [[Slow]]. If your hero is going to learn only one Magic School, Earth Magic would be it. Still, some tend to rank it a bit too highly; [[Town Portal]] is obviously an excellent spell, but it is also often [[banned]]. Resurrection is a great spell, but most of the time, it can't turn a [[Combat|battle]]. Slow is also great, but it won't help you that much if the enemy has better [[ranged unit]]s than you. That being said, Earth Magic is still powerful enough for it to be one of the "must have" [[Secondary Skills|skills]].


=== DiFool's Ratings (1-5) ===
[[Category: Secondary skills]]
 
*[[Direct damage spells|Direct damage]]   5
*[[Blessing|Benefit own army]]            5
*[[Curse (spell type)|Weaken enemy army]] 3
*[[Adventure spell|Travel]]              4
*[[Informational spells|Informational]]  5
*  Specialty helps?                      5
__NOTOC__
__NOTOC__
{{Secondary skills}}
[[Category: Secondary Skills]]
[[Category: Spells]]

Revision as of 19:08, 10 July 2020

This article refers to the secondary skill. For the school of magic, see School of Earth 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
Earth Magic
Basic Earth Magic: allows your hero to cast earth spells at reduced cost.
Advanced Earth Magic: allows your hero to cast earth spells at reduced cost and increased effectiveness.
Expert Earth Magic: allows your hero to cast earth spells at reduced cost and maximum effectiveness.

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

Earth Magic is a school of magic, along with Water, 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. If 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.

Heroes with Earth Magic as a starting skill:

Town Class Chance to learn
Castle  Knight   2 (lowest)
Castle  Cleric   3
Rampart  Ranger   3
Rampart  Druid   4
Tower  Alchemist   3
Tower  Wizard   3
Inferno  Demoniac   3
Inferno  Heretic   4
Necropolis  Death Knight   4
Necropolis  Necromancer   8 (highest)
Dungeon  Overlord   3
Dungeon  Warlock   5
Stronghold  Barbarian   3
Stronghold  Battle Mage   3
Fortress  Beastmaster   3
Fortress  Witch   3
Conflux  Planeswalker   3
Conflux  Elementalist   6
Cove  Captain   4
Cove  Navigator   5
Factory  Mercenary  {{{21}}}
Factory  Artificer  {{{22}}}


|}

See also: