Fire Magic: Difference between revisions

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{{About|This article refers to the [[secondary skill]]. For the school of magic, see [[School of Fire Magic]].}}
{{About|This article refers to the [[secondary skill]]. For the school of magic, see {{l|School of Fire Magic}}.}}


{{Secondary skills}}
{{Secondary skills}}
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'''Fire magic''' is a [[secondary skill]], that increases the effectiveness and reduces costs of [[spells]] from the [[School of Fire Magic]].  [[Ranger]]s and [[Beastmaster]]s cannot learn Fire Magic.
'''Fire magic''' is a [[secondary skill]] that increases the effectiveness and reduces costs of [[spells]] from the [[School of Fire Magic]].   


Fire Magic is a school of magic, along with Earth, Water 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. 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.
Fire Magic is a school of magic, along with Earth, Water 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. 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.


'''Heroes with Fire Magic as a starting skill:'''
'''Classes unable to learn {{PAGENAME}} skill:'''


* {{Hn|Adrienne|Witch}} (expert)
''(They can only acquire it from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s, [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es).''
* {{Hn|Inteus|Elementalist}} (basic)
* [[File:Ranger portrait.gif]] [[Ranger]]s
* {{Hn|Luna|Elementalist}} (basic)
* [[File:Beastmaster portrait.gif]] [[Beastmaster]]s
* {{Hn|Manfred|Navigator}} (basic) {{withhota}}


'''Heroes with a specialty in Fire Magic:'''
'''Heroes with Basic Fire Magic as a starting skill:'''
* {{Hn|Adrienne|Witch}} (starts with expert Fire Magic)
* {{H2|Inteus|Elementalist}}
* {{H2|Luna|Elementalist}}
* {{H2|Manfred|Navigator}}{{-wh}}


== Importance ==
'''Heroes with {{PAGENAME}} as a specialty and a starting skill:'''
{{fanopinion}}
* {{H2|Adrienne|Witch}} {{withmaped}} (Expert Fire Magic)
As any other magic school, Fire Magic is very useful. Expert [[Curse]] will save lives of your troops in a fierce battle, especially against units with a high range of damage (e.g [[Hell Hound and Cerberus|Cerberi]] or [[Air Elemental and Storm Elemental|Storm Elementals]]). Expert [[Bloodlust]] will increase the damage dealt by your troops, and [[blind]]ing a strong stack and then attacking it hand-to-hand will work properly at the highest Fire Magic level, since there will be no retaliation. [[Armageddon]] and [[Berserk]] may be crucial for defeating large amounts of troops; for example, [[Berserk]] will work in [[Faerie Dragons]] scenario ([[Dragon Slayer]] campaign), when battling legions of [[Naga]]s (they will simply hit each other, dealing enormous damage). [[Frenzy]] is very good for those who attack without retaliation, casted immediately before the target's turn.
The only effect of the specialty is having Expert Fire Magic at the start.


== Chance to get ==
== Chance to get ==
{{Secondary skill chance explanation}}
{{Secondary skill chance explanation}}
{{ZET SEC SKILL CHANCE TABLE| 1| 2| 0 (impossible)| 1| 1| 2| 4| 5| 1| 2| 2| 5| 2| 3| 0 (impossible)| 3| 3| 6 (highest)| 2| 2}}
{{ZET SEC SKILL CHANCE TABLE| 1| 2| 0 (impossible)| 1| 1| 2| 4| 5| 1| 2| 2| 5| 2| 3| 0 (impossible)| 3| 3| 6 (highest)| 2| 2| 3| 4}}
|}
 
{{user commentary|
As any other magic school, Fire Magic is very useful as many of its spells will wreak havoc against your enemies in short order. Expert [[Curse]] will save lives of your troops in a fierce battle, especially against units with a high range of damage (e.g [[Hell Hound and Cerberus|Cerberi]] or [[Air Elemental and Storm Elemental|Storm Elementals]]). Expert [[Bloodlust]] will increase the damage dealt by your troops, and [[blind]]ing will work properly at the highest Fire Magic level, since there will be no retaliation. Together with [[Resurrection]], Blind on the last remaining enemy stack will allow you win a big battle with no losses. [[Armageddon]] and [[Berserk]] may be crucial for defeating large amounts of troops; for example, [[Berserk]] will work in [[Faerie Dragons]] scenario ([[Dragon Slayer]] campaign), when battling legions of [[Naga]]s (they will simply hit each other, dealing enormous damage to themselves). [[Frenzy]] is very good for those who attack without retaliation, casted immediately before the target's turn. Bizarrely, among the most devastating damage spells in the game, only Armageddon belongs to Fire Magic school.
 
Of the four magic school skills, Fire Magic is arguably the least useful, not because fire spells are weak, but since many of them are either not dramatically improved at Expert ([[Armageddon]], [[Slayer]], [[Fire Shield]]), or already work well enough at Basic ([[Blind]], [[Sacrifice]], [[Frenzy]]).  Only [[Bloodlust]], [[Curse]], [[Protection from Fire]] and [[Misfortune]] switch to affecting all eligible targets at Expert (which is the most desirable benefit of a magic skill), and the last two spells aren't very useful even then.  Nevertheless, Fire Magic is still a very good secondary skill and picking it is never a waste.
}}{{end of user commentary}}


{{secondary skill 'see also'}}
{{secondary skill 'see also'}}

Latest revision as of 20:34, 21 February 2024

This article refers to the secondary skill. For the school of magic, see school of fire 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
Fire Magic
Basic Fire Magic: allows your hero to cast fire spells at reduced cost.
Advanced Fire Magic: allows your hero to cast fire spells at reduced cost and increased effectiveness.
Expert Fire Magic: allows your hero to cast fire spells at reduced cost and maximum effectiveness.

Fire magic is a secondary skill that increases the effectiveness and reduces costs of spells from the School of Fire Magic.

Fire Magic is a school of magic, along with Earth, Water 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. 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.

Classes unable to learn Fire Magic skill:

(They can only acquire it from Scholars, Witch Huts, Seer's Huts, Events or Pandora's Boxes).

Heroes with Basic Fire Magic as a starting skill:

Heroes with Fire Magic as a specialty and a starting skill:

The only effect of the specialty is having Expert Fire Magic at the start.

Chance to get[edit | hide | hide all]

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
Castle  Knight   1
Castle  Cleric   2
Rampart  Ranger   0 (impossible)
Rampart  Druid   1
Tower  Alchemist   1
Tower  Wizard   2
Inferno  Demoniac   4
Inferno  Heretic   5
Necropolis  Death Knight   1
Necropolis  Necromancer   2
Dungeon  Overlord   2
Dungeon  Warlock   5
Stronghold  Barbarian   2
Stronghold  Battle Mage   3
Fortress  Beastmaster   0 (impossible)
Fortress  Witch   3
Conflux  Planeswalker   3
Conflux  Elementalist   6 (highest)
Cove Horn of the Abyss     Captain   2
Cove Horn of the Abyss     Navigator   2
Factory Horn of the Abyss     Mercenary   3
Factory Horn of the Abyss     Artificer   4


User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

As any other magic school, Fire Magic is very useful as many of its spells will wreak havoc against your enemies in short order. Expert Curse will save lives of your troops in a fierce battle, especially against units with a high range of damage (e.g Cerberi or Storm Elementals). Expert Bloodlust will increase the damage dealt by your troops, and blinding will work properly at the highest Fire Magic level, since there will be no retaliation. Together with Resurrection, Blind on the last remaining enemy stack will allow you win a big battle with no losses. Armageddon and Berserk may be crucial for defeating large amounts of troops; for example, Berserk will work in Faerie Dragons scenario (Dragon Slayer campaign), when battling legions of Nagas (they will simply hit each other, dealing enormous damage to themselves). Frenzy is very good for those who attack without retaliation, casted immediately before the target's turn. Bizarrely, among the most devastating damage spells in the game, only Armageddon belongs to Fire Magic school.

Of the four magic school skills, Fire Magic is arguably the least useful, not because fire spells are weak, but since many of them are either not dramatically improved at Expert (Armageddon, Slayer, Fire Shield), or already work well enough at Basic (Blind, Sacrifice, Frenzy). Only Bloodlust, Curse, Protection from Fire and Misfortune switch to affecting all eligible targets at Expert (which is the most desirable benefit of a magic skill), and the last two spells aren't very useful even then. Nevertheless, Fire Magic is still a very good secondary skill and picking it is never a waste.


See also: