Water Magic: Difference between revisions

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== Comments  ==
== Comments  ==
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. It is very dependant on specialty, but at expert level it's blessings and curses gain mass effects. [[Clone]] can be used to copy your more powerful stack, most effectibly if ranged, such as [[Titan]]s. The opponent will be forced to waste a flyer/ranged attack or a spell to dispel it. By late game and if used on huge stacks, a clone damage can be greater than a master [[implosion]]
The power of water magic lies in the spells like [[bless]], [[dispel]] (or [[cure]]), [[teleport]], [[prayer]] and [[clone]]. Casting can significantly increase damage of creature stacks, and is especially useful on low-level creatures. With dispel and cure a hero can remove wanted spell effects, and they are almost compulsory when playing against human opponents. In sieges, the teleport spell can be devastating for the defender, if you consider a situation, where the attacker teleports [[Hydra and chaos hydra|chaos hydras]] inside the castle walls. While expert [[haste]] gives creatures +5 movement, the expert prayer gives +4 and therefore is almost as good. Last but not least, attacking with the clone does not only do damage, but also "removes" the counter attack, which can be even more important than the actual damage. Clone is also known for combining it with [[Angel and archangel|archangels]] [[resurrect]] ability. Additionally, [[water walk]] can not be ignored as very powerful [[adventure spell]].


{{Secondary skills}}
{{Secondary skills}}

Revision as of 19:45, 24 January 2014

File:Expert water.png


Water magic is one of the secondary skills. It increases the performance of hero's water magic spells.

Template:Skills

List of Water Magic Spells

First Level

Second Level

Third Level

Fourth Level

Fifth Level

Comments

The power of water magic lies in the spells like bless, dispel (or cure), teleport, prayer and clone. Casting can significantly increase damage of creature stacks, and is especially useful on low-level creatures. With dispel and cure a hero can remove wanted spell effects, and they are almost compulsory when playing against human opponents. In sieges, the teleport spell can be devastating for the defender, if you consider a situation, where the attacker teleports chaos hydras inside the castle walls. While expert haste gives creatures +5 movement, the expert prayer gives +4 and therefore is almost as good. Last but not least, attacking with the clone does not only do damage, but also "removes" the counter attack, which can be even more important than the actual damage. Clone is also known for combining it with archangels resurrect ability. Additionally, water walk can not be ignored as very powerful adventure spell.

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