Cavalier and Champion and Air Magic: Difference between pages

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{{creaturestats|Castle|15|15|0|15-25|100|7|[[Jousting]] Bonus|Creature_Cavalier.png|2|1000 [[gold]]}}
{{About|This article refers to the [[secondary skill]]. For air magic spells, see [[School of Air Magic]].}}
==Description==
The horse-mounted Cavalier deals extra impact damage when charging into battle.
==Dwelling==
Cavaliers are recruited from [[Training Grounds]].
==Upgrading==
Cavaliers can be upgraded to [[Champion]]s in [[Castle]]s or [[Hill Fort]]s for 200 [[gold]] per Cavalier, or in [[Stables]] on the [[Adventure map]] for free.
==Related Topic==
[[Tyris]] the [[Knight]] has a specialty in Cavaliers, which increases the [[attack]] and [[defense]] skills of any [[Cavalier]] or [[Champion]] she commands for each level she attains after the 6th level.


[[Category: Units]]
{{Secondary skills}}{{Secondary skill
| B_effect = allows your hero to cast air spells at reduced cost.
| A_effect = allows your hero to cast air spells at reduced cost and increased effectiveness.
| E_effect = 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 the costs of [[spell]]s from the [[School of Air Magic]].
 
'''Heroes with Air Magic as a starting skill:'''
* {{H|Aenain|Elementalist}} – Basic Air Magic
* {{H|Brissa|Elementalist}} – Basic Air Magic
 
{{ZET SEC SKILL CHANCE TABLE|3|4|1 (lowest)|2|4|6 (highest)|2|3|2|3|1 (lowest)|2|3|3|1 (lowest)|3|2|6 (highest)|3|6 (highest)}}
 
 
 
 
 
[[Category: Secondary skills]]
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Revision as of 22:37, 19 February 2020

This article refers to 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: allows your hero to cast air spells at reduced cost.
Advanced: allows your hero to cast air spells at reduced cost and increased effectiveness.
Expert: 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 the costs of spells from the School of Air Magic.

Heroes with Air Magic as a starting skill:

Town Class Chance to learn
Castle  Knight  3
Castle  Cleric  4
Rampart  Ranger  1 (lowest)
Rampart  Druid  2
Tower  Alchemist  4
Tower  Wizard  6 (highest)
Inferno  Demoniac  2
Inferno  Heretic  3
Necropolis  Death Knight  2
Necropolis  Necromancer  3
Dungeon  Overlord  1 (lowest)
Dungeon  Warlock  2
Stronghold  Barbarian  3
Stronghold  Battle Mage  3
Fortress  Beastmaster  1 (lowest)
Fortress  Witch  3
Conflux  Planeswalker  2
Conflux  Elementalist  6 (highest)
Cove Horn of the Abyss     Captain  3
Cove Horn of the Abyss     Navigator  6 (highest)
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}