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| {{About|This article refers to the [[secondary skill]]. For air magic spells, see [[School of Air Magic]].}}
| | [[Image: Expert_air.png|frame|left]]Increases the performance of your Air Magic [[Spells]]. |
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| {{Secondary skills}}{{Secondary skill | | {{skills|Effect|none|Cost reduction|Varies with spell, usually increased effect|Varies with spell, turns some spells into [[Mass spells|mass]] versions}} |
| | B_effect = allows your hero to cast air spells at reduced cost.
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| | A_effect = allows your hero to cast air spells at reduced cost and increased effectiveness.
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| | E_effect = allows your hero to cast air spells at reduced cost and maximum effectiveness.
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| '''Air magic''' is a [[secondary skill]] that increases the effectiveness and reduces the costs of [[spell]]s from the [[School of Air Magic]].
| | == List of Air Magic Spells == |
| | === [[First Level Spells|First Level]] === |
| | *[[Haste]] |
| | *[[Magic Arrow]] |
| | *[[View Air]] |
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| Air Magic is a school of magic, along with Earth, Fire and Water 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. | | === [[Second Level Spells|Second Level]] === |
| | *[[Disguise]] |
| | *[[Disrupting Ray]] |
| | *[[Fortune]] |
| | *[[Lightning Bolt]] |
| | *[[Precision]] |
| | *[[Protection from Air]] |
| | *[[Visions]] |
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| '''Heroes with Basic Air Magic as a starting skill:'''
| | === [[Third Level Spells|Third Level]] === |
| * {{H2|Aenain|Elementalist}} | | *[[Air Shield]] |
| * {{H2|Brissa|Elementalist}} | | *[[Destroy Undead]] |
| | *[[Hypnotize]] |
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| == Chance to get == | | === [[Fourth Level Spells|Fourth Level]] === |
| {{Secondary skill chance explanation}}
| | *[[Chain Lightning]] |
| {{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)| 3| 3}}
| | *[[Counterstrike]] |
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| {{fanopinion|
| | === [[Fifth Level Spells|Fifth Level]] === |
| Like other magic schools, Air Magic is very important. At the expert level, [[Haste]] may help a lot as your entire army will possibly move before the enemy's army, and even some very slow units get decent speed. [[Dimension Door]] and [[Fly]] are extremely helpful for moving on the adventure map. [[Chain Lightning]] may wipe out the whole opposing army (while it's a double-edged sword, as if there are less than five stacks, Chain Lightning will damage your own troops - initially it hits four stacks, thus you get unable to use it against an enemy with that exact stacks number), and [[Lightning Bolt]] is useful on early stages of the game. Other helpful Air spells are, for example, [[Disrupting Ray]], [[Precision]], and [[Counterstrike]].
| | *[[Dimension Door]] |
| | *[[Fly]] |
| | *[[Magic Mirror]] |
| | *[[Summon Air Elemental]] |
| | *[[Titan's Lightning Bolt]] -- {{insod}} |
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| The main reasons for choosing Air Magic are [[Fly]], [[Dimension Door]] and [[Haste]] spells. The first two are perhaps the most powerful [[Spell#Adventure spells|adventure spells]], together with [[Town Portal]]. However, both of them are typically banned in custom maps. Nevertheless, Expert Air Magic causes Haste to be cast as a [[mass spell]], which still makes it worth the secondary skill slot. Other noteworthy spells are [[Lightning Bolt]] and [[Chain Lightning]], both powerful combat spells.
| | ==Description== |
| | Air Magic is easily overrated, due to good damage spells and adventure [[Adventure spell|map movement spells]]. However, the first groups strength decrease when [[stack]] sizes grow, and the spells in the second category are [[banned]] more often than not. What remains is a few good spells, and a handful of mediocre ones. [[Haste]] and [[Lightning Bolt]] are both very useful, [[Chain Lightning]] does good damage, but can easily backfire. [[Counterstrike]] can be an enormous aid, especially when cast on [[Hydra]]s or [[Vampire Lord]]s. However, Air Magic's greatest assets are [[Dimension Door]] and [[Fly]], which can get your [[Hero]] into places he or she couldn't have gotten into otherwise, or be used to launch a surprise attack on an enemy [[town]]. The other spells are at best of circumstancial use. |
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| Don't forget [[view air]], it lets you see ALL towns and player heroes even in areas that you haven't explored yet. Requires no movement points and only 1 spell point.
| | === DiFool's Ratings (1-5) === |
| }}<!-- end of fan opinion -->
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| {{secondary skill 'see also'}} | | *[[Direct damage spells|Direct damage]] 4 |
| | *[[Blessing|Benefit own army]] 3 |
| | *[[Curse (spell type)|Weaken enemy army]] 1 |
| | *[[Adventure spell|Travel]] 5 |
| | *[[Informational spells|Informational]] 5 |
| | * Specialty helps? 4 |
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| | {{Secondary skills}} |
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| [[Category: Secondary skills]] | | [[Category: Secondary skills]] |
| | [[Category: Spells]] |
| __NOTOC__ | | __NOTOC__ |