School of Earth Magic: Difference between revisions
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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. 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. | ||
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. | 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. Casting expert [[Stone Skin]] with expert [[Shield]] allows one's armies to tank considerably more damage than simply using the spells separately, since the defensive bonuses stack. | ||
== Related articles == | == Related articles == |
Revision as of 20:19, 24 June 2015
is about the characteristics of the earth school spells. For the secondary skill, see Earth 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. 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.
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 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. Casting expert Stone Skin with expert Shield allows one's armies to tank considerably more damage than simply using the spells separately, since the defensive bonuses stack.