School of Water Magic: Difference between revisions
No edit summary |
m (→Related articles: clean up) |
||
(14 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
{{Water spells||margin = 1em}} | {{Water spells||margin = 1em}} | ||
'''School of Water Magic''' is one of the four schools of magic. Others are [[School of Air Magic]], [[School of Fire Magic]] and [[School of Earth Magic]]. School of Water Magic is related to the [[secondary skill]] [[Water Magic]], which allows heroes' to cast Water School spells more effectively and at reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level. | '''School of Water Magic''' is one of the four schools of magic. Others are [[School of Air Magic]], [[School of Fire Magic]] and [[School of Earth Magic]]. School of Water Magic is related to the [[secondary skill]] [[Water Magic]], which allows heroes' to cast Water School spells more effectively and at reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level. | ||
{{user commentary| | |||
The power of | The power of Water Magic lies in the following spells [[Bless]], [[Dispel]], [[Cure]], [[Forgetfulness]], [[Teleport]], [[Prayer]] and [[Clone]]. Casting Bless can significantly increase damage of creature stacks that have a decent range of damage, for example, [[Harpy and Harpy Hag|Harpy Hags]] and [[Air Elemental and Storm Elemental|Storm Elementals]]. With Dispel and Cure a hero can remove unwanted spell effects, and they are almost compulsory when playing against human opponents. '''Be careful when casting mass Dispel, as it may remove positive spells from your troops and negative spells from the enemy troops.''' | ||
In sieges, the Teleport spell can be devastating for the defender, if you consider a really rare situation where the attacker teleports [[Hydra and chaos hydra|Chaos Hydras]] inside the castle walls. Mass [[Forgetfulness]] is essential when fighting wandering monsters with ranged attack, in [[Medusa Stores]] and [[Cyclops Stockpile]]s. While expert [[Haste]] gives creatures +5 movement, the expert Prayer gives +4 and also boosts Attack and Defense. | |||
Last but not least, attacking with a cloned unit not only does damage, but also removes the [[retaliation]] which a defending unit would have a chance at, which could be more important than the actual damage. Clone is also known for combining it with [[Angel and archangel|Archangels]] [[Resurrection]] ability. Additionally, [[Water Walk]] can not be ignored as a very powerful [[adventure spell]] (it will help a lot in [[Unholy Alliance]] campaign, namely in [[Barbarian Brothers]] scenario). | |||
}}{{end of user commentary}} | |||
== Related articles == | == Related articles == | ||
Line 12: | Line 16: | ||
* [[School of Fire Magic]] | * [[School of Fire Magic]] | ||
[[Category: Spells]] | [[Category: Spells|*]] | ||
__NOTOC__ |
Latest revision as of 23:33, 7 December 2023
School of Water Magic is one of the four schools of magic. Others are School of Air Magic, School of Fire Magic and School of Earth Magic. School of Water Magic is related to the secondary skill Water Magic, which allows heroes' to cast Water School spells more effectively and at reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.
User commentary
[Show user commentary]
[Hide user commentary]
|
The power of Water Magic lies in the following spells Bless, Dispel, Cure, Forgetfulness, Teleport, Prayer and Clone. Casting Bless can significantly increase damage of creature stacks that have a decent range of damage, for example, Harpy Hags and Storm Elementals. With Dispel and Cure a hero can remove unwanted spell effects, and they are almost compulsory when playing against human opponents. Be careful when casting mass Dispel, as it may remove positive spells from your troops and negative spells from the enemy troops. In sieges, the Teleport spell can be devastating for the defender, if you consider a really rare situation where the attacker teleports Chaos Hydras inside the castle walls. Mass Forgetfulness is essential when fighting wandering monsters with ranged attack, in Medusa Stores and Cyclops Stockpiles. While expert Haste gives creatures +5 movement, the expert Prayer gives +4 and also boosts Attack and Defense. Last but not least, attacking with a cloned unit not only does damage, but also removes the retaliation which a defending unit would have a chance at, which could be more important than the actual damage. Clone is also known for combining it with Archangels Resurrection ability. Additionally, Water Walk can not be ignored as a very powerful adventure spell (it will help a lot in Unholy Alliance campaign, namely in Barbarian Brothers scenario). |