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[[Image: Expert_water.png|right]]
{{About|This article refers to the secondary skill. For the school of magic, see [[School of Water Magic]].}}


Increases the performance of your Water Magic [[Spells]].
{{Secondary skills}}
{{Secondary skill
| B_effect = allows your hero to cast water spells at reduced cost.
| A_effect = allows your hero to cast water spells at reduced cost and {{gt|increased effectiveness}}.
| E_effect = allows your hero to cast water spells at reduced cost and {{gt|maximum}} effectiveness.
}}


{{skills|Effect|none|Cost reduction|Varies with spell, usually increased effect|Varies with spell, turns some spells into mass versions}}
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. For example: a 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 again be offered a new magic school if none were offered at levels 5, 6, or 7.


== List of Water Magic Spells ==
'''Classes unable to learn {{PAGENAME}}:'''
=== [[First Level Spells|First Level]] ===


*[[Bless]]
''(They can only acquire the skill from [[Scholar (Adventure Map)|Scholars]], [[Witch Hut|Witch Huts]], [[Seer's Hut|Seer's Huts]], [[Event|Events]] or [[Pandora's Box|Pandora's Boxes]]).''
*[[Cure]]
* {{Cl|Overlord}}s
*[[Dispel]]
* {{Cl|Barbarian}}s
*[[Magic Arrow]]
* {{Cl|Mercenary|0=}} [[Mercenaries]]{{-wh}}
*[[Protection from Water]]
*[[Summon Boat]]


=== [[Second Level Spells|Second Level]] ===
'''Heroes with Water Magic as a starting skill:'''
*[[Ice Bolt]]
* {{H2|Ciele|Elementalist}}
*[[Remove Obstacle]]
* {{H2|Gelare|Elementalist}}
*[[Scuttle Boat]]
* {{H2|Casmetra|Navigator}}{{-wh}}
*[[Visions]]
*[[Weakness]]


=== [[Third Level Spells|Third Level]] ===
== Chance to get ==
*[[Forgetfulness]]
{{Secondary skill chance explanation}}
*[[Frost Ring]]
{{ZET SEC SKILL CHANCE TABLE|4|4|3|4|2|3|1|2|3|3|{{rt|0}}|2|{{rt|0}}|3|2|3|2|{{swh|noicon=|6|{{gt|6}}}}|2|{{gt|9}}|{{rt|0}}|3|3|5}}
*[[Mirth]]
*[[Teleport]]


=== [[Fourth Level Spells|Fourth Level]] ===
== Gallery ==
*[[Clone]]
<gallery mode="packed-hover" heights="150px">
*[[Prayer]]
Brian-kemper-water.jpg| Art by [[Brian Kemper]]
*[[Water Walk]]
</gallery>


=== [[Fifth Level Spells|Fifth Level]] ===
{{user commentary|
*[[Summon Water Elemental]]
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 and Harpy Hag|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 [[Archangel|Archangels]] will [[Resurrection|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).


==Description==
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.
Water Magic is often underestimated, due to the lack of powerful [[direct damage spells]] and [[Adventure spell|movement spells]]. However, the power of the first group quickly weakens when the end game draws near and [[Army|armies]] grow, and the second group  are oftenmost [[banned]], and this is when Water Magic shines: it has a couple of excellent [[blessing]]s, [[Cure]] and [[Dispel]] can quickly make all the enemies spells go away, and [[Forgetfulness]] and [[Teleport]] can turn a hopeless situation into a certain victory. Recommended for everyone, but especially for [[Fortress]], who can use Teleport along with [[Hydra]]s to extremely good effects.


=== DiFool's Ratings (1-5) ===
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.
}}{{end of user commentary}}


*[[Direct damage spells|Direct damage]]  1
{{secondary skill 'see also'}}
*[[Blessing|Benefit own army]]            5
*[[Curse (spell type)|Weaken enemy army]] 3
*[[Adventure spell|Travel]]              3
*[[Informational spells|Informational]]  1
*  Specialty helps?    5
 
{{Secondary skills}}


[[Category: Secondary skills]]
[[Category: Secondary skills]]
[[Category: Spells]]

Latest revision as of 18:36, 5 January 2026

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
 Runes Horn of the Abyss
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Water Magic
Basic: allows your hero to cast water spells at reduced cost.
Advanced: allows your hero to cast water spells at reduced cost and increased effectiveness.
Expert: allows your hero to cast water spells at reduced cost and maximum effectiveness.

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. For example: a 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 again be offered a new magic school if none were offered at levels 5, 6, or 7.

Classes unable to learn Water Magic:

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

Heroes with Water Magic as a starting skill:

Chance to get[edit | hide | hide all]

Out of total 112 for The Shadow of Death, and of (112 + Interference chance + Runes 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
Dungeon  Warlock 2
Stronghold  Barbarian 0
Stronghold  Battle Mage 3
Fortress  Beastmaster 2
Fortress  Witch 3
Conflux  Planeswalker 2
Conflux  Elementalist 66
Cove Horn of the Abyss     Captain 2
Cove Horn of the Abyss     Navigator 9
Factory Horn of the Abyss     Mercenary 0
Factory Horn of the Abyss     Artificer 3
Bulwark Horn of the Abyss     Chieftain 3
Bulwark Horn of the Abyss     Elder 5


Gallery[edit | hide]

User Commentary

Show User Commentary
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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: