Water Magic

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This article refers to the secondary skill. For the school of magic, see School of Water Magic.
Secondary skills
Expert Air Magic.png Air Magic
Expert Archery.png Archery
Expert Armorer.png Armorer
Expert Artillery.png Artillery
Expert Ballistics.png Ballistics
Expert Diplomacy.png Diplomacy
Expert Eagle Eye.png Eagle Eye
Expert Earth Magic.png Earth Magic
Expert Estates.png Estates
Expert Fire Magic.png Fire Magic
Expert First Aid.png First Aid
Expert Intelligence.png Intelligence
Expert Leadership.png Leadership
Expert Learning.png Learning
Expert Logistics.png Logistics
Expert Luck.png Luck
Expert Mysticism.png Mysticism
Expert Navigation.png Navigation
Expert Necromancy.png Necromancy
Expert Offense.png Offense
Expert Pathfinding.png Pathfinding
Expert Resistance.png Resistance
Expert Scholar.png Scholar
Expert Scouting.png Scouting
Expert Sorcery.png Sorcery
Expert Tactics.png Tactics
Expert Water Magic.png Water Magic
Expert Wisdom.png Wisdom
Expert Interference.png Interference Horn of the Abyss
Water Magic
Basic Water Magic.png Basic Water Magic: allows your hero to cast water spells at reduced cost.
Advanced Water Magic.png Advanced Water Magic: allows your hero to cast water spells at reduced cost and increased effectiveness.
Expert Water Magic.png Expert Water Magic: 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 spells from School of Water Magic. Barbarians and Overlords cannot learn Water Magic.

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.

Heroes with basic Water Magic as a starting skill:

Chance to get[edit]

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Town portrait Castle small.gif Castle  Knight   4
Town portrait Castle small.gif Castle  Cleric   4
Town portrait Rampart small.gif Rampart  Ranger   3
Town portrait Rampart small.gif Rampart  Druid   4
Town portrait Tower small.gif Tower  Alchemist   2
Town portrait Tower small.gif Tower  Wizard   3
Town portrait Inferno small.gif Inferno  Demoniac   1
Town portrait Inferno small.gif Inferno  Heretic   2
Town portrait Necropolis small.gif Necropolis  Death Knight   3
Town portrait Necropolis small.gif Necropolis  Necromancer   3
Town portrait Dungeon small.gif Dungeon  Overlord   0 (impossible)
Town portrait Dungeon small.gif Dungeon  Warlock   2
Town portrait Stronghold small.gif Stronghold  Barbarian   0 (impossible)
Town portrait Stronghold small.gif Stronghold  Battle Mage   3
Town portrait Fortress small.gif Fortress  Beastmaster   2
Town portrait Fortress small.gif Fortress  Witch   3
Town portrait Conflux small.gif Conflux  Planeswalker   2
Town portrait Conflux small.gif Conflux  Elementalist   6 (highest) Shadow of Death
Town portrait Cove small.gif Cove  Captain   2
Town portrait Cove small.gif Cove  Navigator   9 (highest) Horn of the Abyss

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Some may find the information in this section subjective or irrelevant.

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 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 Archangels will 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).

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.

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.


See also: