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}} | * {{Hn|Ciele|Elementalist}} (basic) | ||
* {{Hn|Gelare}} | * {{Hn|Gelare|Elementalist}} (basic) | ||
== Discussion == | == Discussion == |
Revision as of 10:07, 8 April 2017
This article refers to the secondary skill. For the school of magic, see School of Water Magic.
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:
- Ciele the Elementalist (basic)
- Gelare the Elementalist (basic)
Discussion
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. 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.