Water Magic: Difference between revisions
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* [[Direct damage spells|Direct damage]] 1 | * [[Direct damage spells|Direct damage]] 1 | ||
* Benefit own army 5 | * Benefit own army 5 | ||
* | * Weaken enemy army 3 | ||
* [[Adventure spell|Travel]] 3 | * [[Adventure spell|Travel]] 3 | ||
* [[Informational spells|Informational]] 1 | * [[Informational spells|Informational]] 1 |
Revision as of 11:16, 18 March 2014
is about the secondary skill. For water magic spells, see school of water magic.
Water magic is one of the secondary skills. It increases the performance of hero's water magic spells.
Comments
The power of water magic lies in the spells like bless, dispel (or cure), teleport, prayer and clone. Casting can significantly increase damage of creature stacks, and is especially useful on low-level creatures. With dispel and cure a hero can remove wanted spell effects, and they are almost compulsory when playing against human opponents. In sieges, the teleport spell can be devastating for the defender, if you consider a situation, where the attacker teleports chaos hydras inside the castle walls. While expert haste gives creatures +5 movement, the expert prayer gives +4 and therefore is almost as good. Last but not least, attacking with the clone does not only do damage, but also "removes" the counter attack, which can be even more important than the actual damage. Clone is also known for combining it with archangels resurrect ability. Additionally, water walk can not be ignored as very powerful adventure spell.
DiFool's Ratings (1-5)
- Direct damage 1
- Benefit own army 5
- Weaken enemy army 3
- Travel 3
- Informational 1
- Specialty helps? 5