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Water Magic
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{{About|This article refers to the secondary skill. For the school of magic, see [[School of Water Magic]].}} {{Secondary skills}} {{Secondary skill | B_effect = allows your hero to cast water spells at reduced cost. | A_effect = allows your hero to cast water spells at reduced cost and increased effectiveness. | E_effect = 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 [[spell]]s from [[School of 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. '''Classes unable to learn {{PAGENAME}} skill:''' ''(They can only acquire the skill from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s, [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es).'' * [[File:Overlord portrait.gif]] [[Overlord]]s * [[File:Barbarian portrait.gif]] [[Barbarian]]s * [[File:Mercenary portrait.gif]] [[Mercenary|Mercenaries]] '''Heroes with Basic Water Magic as a starting skill:''' * {{H2|Ciele|Elementalist}} * {{H2|Gelare|Elementalist}} * {{H2|Casmetra|Navigator}}{{-wh}} == Chance to get == {{Secondary skill chance explanation}} {{ZET SEC SKILL CHANCE TABLE| 4| 4| 3| 4| 2| 3| 1| 2| 3| 3| 0 (impossible)| 2| 0 (impossible)| 3| 2| 3| 2| 6 (highest) {{withsod}}| 2| 9 (highest){{-wh}}| 0 (impossible)| 3}} {{user commentary| 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 and Harpy Hag|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 [[Archangel]]s will [[Resurrection|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. }}{{end of user commentary}} {{secondary skill 'see also'}} [[Category: Secondary skills]]
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