Magic Arrow
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Magic Arrow | ||
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School: | all schools | |
Level: | 1st | |
Cost: | 5/4 | |
Duration: | instant | |
Basic effect | ||
Causes a bolt of magical energy to strike the selected enemy unit, dealing (10 + (power x 10)) damage to it. | ||
Advanced effect | ||
Causes a bolt of magical energy to strike the selected enemy unit, dealing (20 + (power x 10)) damage to it. | ||
Expert effect | ||
Causes a bolt of magical energy to strike the selected enemy unit, dealing (30 + (power x 10)) damage to it. | ||
Probability of occurrence (%): | ||
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89 | |
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89 | |
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94 (89*) | |
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89 | |
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89 | |
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88 | |
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89 | |
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89 | |
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89 | |
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89 | |
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89 | |
* Without Library |
Magic Arrow is one of the game's direct damage spells.
In the spell book, Magic Arrow will belong to the school with the highest secondary magic skill (e.g. Earth Magic). If a unit has resistance or vulnerability to a certain school, they will transfer to Magic Arrow as well, regardless of the skills of the casting hero.
Heroes starting with Magic Arrow:
Charna the Death Knight
Ciele the Elementalist
Clavius the Death Knight
Iona the Alchemist
Isra the Death Knight
Malcom the Druid
Mutare the Overlord
Mutare Drake the Overlord
Rissa the Alchemist
Rosic the Witch
Tamika the Death Knight
Thane the Alchemist
Torosar the Alchemist
Vey the Battle Mage
Heroes specialising in Magic Arrow:
Ciele the Elementalist
Creatures immune to Magic Arrow:
Fire and Energy Elementals
Firebirds *(not in Horn of the Abyss)
and
Phoenixes
Creatures capable of casting Magic Arrow:
Damage Increases:
Sorcery
Orb of the Firmament /
Orb of Silt /
Orb of Tempestuous Fire /
Orb of Driving Rain*Note: The effects of multiple orbs do not stack.
Damage Reductions:
Protection from Air /
Protection from Earth /
Protection from Fire /
Protection from Water*Note: The effects of multiple protection spells do not stack.
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