Water Magic: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
(Pit Lord cloning is not that effective)
(mercos)
 
(6 intermediate revisions by 5 users not shown)
Line 8: Line 8:
}}
}}


'''Water Magic''' is a [[secondary skill]] that increases the effectiveness and reduces costs of the [[spell]]s from [[School of Water Magic]]. [[Barbarian]]s and [[Overlord]]s cannot learn Water Magic.
'''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.
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.


'''Heroes with basic Water Magic as a starting skill:'''
'''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|Ciele|Elementalist}}  
* {{H2|Gelare|Elementalist}}
* {{H2|Gelare|Elementalist}}
Line 19: Line 26:
== Chance to get ==
== Chance to get ==
{{Secondary skill chance explanation}}
{{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}}}}
{{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|
{{user commentary|
Line 32: Line 38:
{{secondary skill 'see also'}}
{{secondary skill 'see also'}}


[[Category: Secondary skills]]{{keywords}}
[[Category: Secondary skills]]

Latest revision as of 23:26, 10 January 2024

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

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

Heroes with Basic Water Magic as a starting skill:

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   4
Castle  Cleric   4
Rampart  Ranger   3
Rampart  Druid   4
Tower  Alchemist   2
Tower  Wizard   3
Inferno  Demoniac   1
Inferno  Heretic   2
Necropolis  Death Knight   3
Necropolis  Necromancer   3
Dungeon  Overlord   0 (impossible)
Dungeon  Warlock   2
Stronghold  Barbarian   0 (impossible)
Stronghold  Battle Mage   3
Fortress  Beastmaster   2
Fortress  Witch   3
Conflux  Planeswalker   2
Conflux  Elementalist   6 (highest) Shadow of Death
Cove Horn of the Abyss     Captain   2
Cove Horn of the Abyss     Navigator   9 (highest) Horn of the Abyss
Factory Horn of the Abyss     Mercenary   0 (impossible)
Factory Horn of the Abyss     Artificer   3


User commentary

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

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 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 Archangels will 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.


See also: