School of Water Magic: Difference between revisions

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{{user commentary|
{{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 (2-7) 4-11 etc. With Dispel and Cure a hero can remove unwanted spell effects, and they are almost compulsory when playing against human opponents.
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. Where expert [[Haste]] gives creatures +5 movement, the expert Prayer gives +4 and therefore is almost as good as a [[Haste]] spell.
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]].
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).
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[[Category: Spells|*]]
[[Category: Spells|*]]
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Latest revision as of 23:33, 7 December 2023

School of Water Magic
Symbol for School of Water Magic
Level 1
 Bless
 Cure
 Dispel
 Magic Arrow *
 Protection from Water
 Summon Boat
Level 2
 Ice Bolt
 Remove Obstacle
 Scuttle Boat
 Visions *
 Weakness
Level 3
 Forgetfulness
 Frost Ring
 Mirth
 Teleport
Level 4
 Clone
 Prayer
 Water Walk
Level 5
 Summon Water Elemental
School of Air Magic
School of Earth Magic
School of Fire Magic

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.

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Some may find the information in this section subjective or irrelevant.

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).


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