Water Magic: Difference between revisions

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'''Heroes with Water Magic as a starting skill:'''
'''Heroes with Water Magic as a starting skill:'''
* {{Hn|[Ciele}} the [[Elementalist]] has Basic Water Magic
* {{Hn|Ciele}} the [[Elementalist]] has Basic Water Magic
* {{Hn|Gelare}} the [[Elementalist]] has Basic Water Magic
* {{Hn|Gelare}} the [[Elementalist]] has Basic Water Magic



Revision as of 09:23, 27 December 2016

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

Water Magic is a secondary skill, that increases the effectiveness spells and reduces costs of the spells from School of Water Magic. Barbarians and Overlords cannot learn Water Magic.

Heroes with Water Magic as a starting skill:

Discussion

Water magic has some useful spells, particularly on expert skill, though most of them focus on buffing your troops. Forgetfulness is one spell that is best if cast with expert skill as it disables all ranged enemy attacks, potentially cutting down on casualties significantly. Teleport is also useful for certain troops such a slow walkers or with expert teleportation, you can get a strong troop behind enemy walls. Water Walk, while not as great as fly, allows the hero to cross water to a nearby land without the need of a boat. Prayer gives significant bonuses to friendly troops.