School of Earth Magic: Difference between revisions

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== Comments & Debate ==
== Comments & Debate ==
School of Earth Magic is perhaps the strongest of all the schools, because it has a wide variety of all kinds of spells. The most powerful of them all is [[Town Portal]], which with 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 or movement points left. In comparison, [[Dimension Door]] can only be cast four times a day at expert level.
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 ([[Armageddon]] might be a better spell in terms of whole battlefield damage).


Other powerful spells in the School of Earth Magic are [[Resurrection]] and its [[undead]] counterpart [[Animate Dead]], [[Force Field]], [[Earthquake]] and [[Slow]]. Resurrection (or Animate Dead) combined with [[Blind]] may save an entire army with enough spell points. 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. 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.
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.
 
This alone would be excellent feature if it werent 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.
 
Other powerful spells in the School of Earth Magic are [[Resurrection]] and its [[undead]] counterpart [[Animate Dead]], [[Force Field]], [[Earthquake]] and [[Slow]].
 
Resurrection (or Animate Dead) combined with [[Blind]] may save an entire army with enough spell points.  
 
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 ==

Revision as of 22:37, 26 July 2014

is about the characteristics of the earth school spells. For the secondary skill, see Earth Magic.

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 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 reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.

Comments & Debate

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 (Armageddon might be a better spell in terms of whole battlefield damage).

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.

This alone would be excellent feature if it werent 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.

Other powerful spells in the School of Earth Magic are Resurrection and its undead counterpart Animate Dead, Force Field, Earthquake and Slow.

Resurrection (or Animate Dead) combined with Blind may save an entire army with enough spell points.

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 Kings would not be left out though).

Last but not least is Slow, which is a counterpart 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