School of Earth Magic: Difference between revisions

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{{About|is about the characteristics of the earth school [[spell]]s. For the [[secondary skill]], see [[Earth Magic]].}}
{{Earth spells||margin = 1em}}
{{Earth spells||margin = 1em}}


'''School of Earth Magic''' is one of the four schools of magic. Others are [[School of Air Magic|Air]], [[School of Fire Magic|Fire]] and and [[School of Water Magic|Water]]. School of Earth Magic is related to the [[secondary skill]] [[Earth Magic]], which allows heroes' to cast earth 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 Earth Magic''' is one of the four schools of magic. Others are [[School of Air Magic|Air]], [[School of Fire Magic|Fire]] and [[School of Water Magic|Water]]. School of Earth Magic is related to the [[secondary skill]] [[Earth Magic]], which allows heroes to cast earth school spells more effectively and at the reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.


== Comments & Debate ==
{{user commentary|
School of Earth Magic is perhaps the strongest of all the schools, because it has a wide variety of all kinds of spells, [[Implosion]] being the stronged in terms of single target damage (the [[Fire Magic]] spell [[Armageddon]] might be a better spell in terms of whole battlefield damage).
School of Earth Magic is perhaps the strongest of all the schools, because it has a wide variety of all kinds of spells. Alongside [[Wisdom]], it is one of two secondary skills which should be learned under any circumstances. There are almost no completely useless spells in Earth Magic, possibly besides [[Sorrow]]. The most powerful of them all is [[Town Portal]], which at expert Earth Magic enables hero to teleport to any allied town with a mere cost of 20 spell points and 300 [[movement]] points. This alone would be excellent feature, but what makes it truly great spell is that a hero can cast Town Portal unlimited times, provided that he has spell points and movement points left. In comparison, [[Dimension Door]] can only be cast four times a day at expert level.


The most powerful of them all is [[Town Portal]], which with expert Earth Magic enables the hero to teleport to any allied town with a mere cost of 20 spell points and 300 [[movement]] points.
[[Slow]] is possibly the most powerful spell in the game. On Expert level, it slows down every enemy stack enabling the hero's troops to act first, and disallows enemies to reach your troops even with morale. Other fully essential spells in the School of Earth Magic are [[Resurrection]] and its [[undead]] counterpart [[Animate Dead]]. Resurrection (or Animate Dead) combined with [[Blind]] may save an entire army with enough spell points.
Nothing beats travelling the map really fast, especially on big maps when one does want to defend ones cities by just porting there on sight of the opponent.


This alone would be excellent feature if it weren't often blocked on contest maps, but what makes it a truly great spell is that a hero can cast Town Portal unlimited times, provided that he has spell points or movement points left. In comparison, [[Dimension Door]] can only be cast four times a day at expert level - and might not suffice to get to the next down, especially if it was gotten to by the opponent the last turn.
On the later stages of the game, [[Meteor Shower]] and [[Implosion]] can help you wipe out a large amount of enemy creatures (and they may be countered by mass [[Protection from Earth]]). [[Anti-magic]] can save your units against powerful enemy spells. It allows to use [[Dragogeddon]] strategy if you have creatures not immune to [[Armageddon]] ([[Angel and Archangel|Archangels]] or [[Devil and Arch Devil|Arch Devils]]), and to save your troops against it. Moreover, [[Force Field]], [[Earthquake]], [[Stone Skin]] and [[Shield]] are also useful spells. When you play for [[Necropolis]], [[Death Ripple]] is very good against wandering monsters.
 
}}{{end of user commentary}}
Other powerful spells in the School of Earth Magic are [[Resurrection]] and its [[undead]] counterpart [[Animate Dead]] - coupled with [[Necromancy]] the latter makes for no lost units and steady replenishments if [[Shackles of War]] and a good sane group of undead is supplied.
 
Resurrection (or Animate Dead) combined with [[Blind]] may save an entire army with enough spell points - [[Blind]] keeps the enemy from fleeing, [[Animate Dead]] revives undead that stay alive and well even after combat, [[Disrupting Ray]] may also help.
 
Additional Spells are. [[Force Field]], [[Earthquake]] and [[Slow]].
 
Force Field is not so useful against human players, but in wandering creature stacks it becomes extremely tactical spell.  
 
Earthquake can be handy in siege battles without many flying units ([[Dungeon]] units with their 3 flying units ([[Scorpicore]]/[[Manticore]], [[Black Dragon]]/[[Red Dragon]], [[Harpy]]/[[Harpy Hag]] ) and their 2 shooting units ([[Beholder]]/[[Evil Eye]] and [[Medusa]]/[[Medusa Queen]] would perhaps find it less useful - [[Minotaur]]/[[Minotaur King]]s would not be left out though).
 
Last but not least is Slow, which is a [[counter]]part of [[Haste]]. Like Haste, Slow is also so powerful spell cast at expert level, that it rises the question why is it a level 1 spell.


== Related articles ==
== Related articles ==
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* [[School of Water Magic]]
* [[School of Water Magic]]


 
[[Category: Spells|*]]
[[Category: Spells]]

Latest revision as of 23:32, 7 December 2023

School of Earth Magic
Symbol for School of Earth Magic
Level 1
 Magic Arrow *
 Shield
 Slow
 Stone Skin
 View Earth
Level 2
 Death Ripple
 Quicksand
 Visions *
Level 3
 Animate Dead
 Anti-Magic
 Earthquake
 Force Field
 Protection from Earth
Level 4
 Meteor Shower
 Resurrection
 Sorrow
 Town Portal
Level 5
 Implosion
 Summon Earth Elemental
School of Air Magic
School of Fire Magic
School of Water Magic

School of Earth Magic is one of the four schools of magic. Others are Air, Fire and Water. School of Earth Magic is related to the secondary skill Earth Magic, which allows heroes to cast earth school spells more effectively and at the 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]
Some may find the information in this section subjective or irrelevant.

School of Earth Magic is perhaps the strongest of all the schools, because it has a wide variety of all kinds of spells. Alongside Wisdom, it is one of two secondary skills which should be learned under any circumstances. There are almost no completely useless spells in Earth Magic, possibly besides Sorrow. The most powerful of them all is Town Portal, which at expert Earth Magic enables hero to teleport to any allied town with a mere cost of 20 spell points and 300 movement points. This alone would be excellent feature, but what makes it truly great spell is that a hero can cast Town Portal unlimited times, provided that he has spell points and movement points left. In comparison, Dimension Door can only be cast four times a day at expert level.

Slow is possibly the most powerful spell in the game. On Expert level, it slows down every enemy stack enabling the hero's troops to act first, and disallows enemies to reach your troops even with morale. Other fully essential spells in the School of Earth Magic are Resurrection and its undead counterpart Animate Dead. Resurrection (or Animate Dead) combined with Blind may save an entire army with enough spell points.

On the later stages of the game, Meteor Shower and Implosion can help you wipe out a large amount of enemy creatures (and they may be countered by mass Protection from Earth). Anti-magic can save your units against powerful enemy spells. It allows to use Dragogeddon strategy if you have creatures not immune to Armageddon (Archangels or Arch Devils), and to save your troops against it. Moreover, Force Field, Earthquake, Stone Skin and Shield are also useful spells. When you play for Necropolis, Death Ripple is very good against wandering monsters.


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