Earth Magic: Difference between revisions
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* {{H2|Grindan|Elementalist}} (basic) | * {{H2|Grindan|Elementalist}} (basic) | ||
* {{H2|Labetha|Elementalist}} (basic) | * {{H2|Labetha|Elementalist}} (basic) | ||
== Importance == | |||
Earth Magic is one of the most important secondary skills, as some of spells from the School of Earth Magic are really crucial. Expert [[Slow]] can make enemy's troops fully incompetitive (or disallow someone extremely fast, like [[Archangel]]s or [[Phoenix]]es, to rush through the battlefield), [[Implosion]] may destroy a strong stack completely (even with Spell Power 10, Expert Implosion will do 1050 damage, which would kill e.g 10 Champions), [[Resurrection]] cannot be permanent without Earth Magic skill, and [[Town Portal]] will get the hero without the skill only to the nearest town (while sometimes it's very important to visit a particular one, and a hero should be able to travel between all towns available). Moreover, [[Animate Dead]] is also an Earth spell. These spells can make a game really easier. Other magic schools are useful, but Earth Magic is seemingly the best. | |||
{{ZET SEC SKILL CHANCE TABLE| 2 (lowest)| 3| 3| 4| 3| 3| 3| 4| 4| 8 (highest)| 3| 5| 3| 3| 3| 3| 3| 6| 4| 5}} | {{ZET SEC SKILL CHANCE TABLE| 2 (lowest)| 3| 3| 4| 3| 3| 3| 4| 4| 8 (highest)| 3| 5| 3| 3| 3| 3| 3| 6| 4| 5}} |
Revision as of 09:42, 3 March 2021
This article refers to the secondary skill. For the school of magic, see School of Earth Magic.
Earth Magic is a secondary skill, that increases the effectiveness and reduces costs of spells from the School of Earth Magic.
Earth Magic is a school of magic, along with Water, Fire and Air Magic. There is a special rule in place that offers schools of magic more often as a choice when leveling up than the secondary skill learning percentages suggest: A new school of magic will be offered at least every 4 levels for Might heroes and every 3 levels for Magic heroes. If can be offered more often by chance. Example: The Might hero was not offered a school of magic when reaching levels 2 and 3. The hero will then be guaranteed to be offered a magic school at level 4. At level 8, the hero will be offered again a new magic school if none was offered at levels 5, 6 and 7.
Heroes with Earth Magic as a starting skill:
- Grindan the Elementalist (basic)
- Labetha the Elementalist (basic)
Importance
Earth Magic is one of the most important secondary skills, as some of spells from the School of Earth Magic are really crucial. Expert Slow can make enemy's troops fully incompetitive (or disallow someone extremely fast, like Archangels or Phoenixes, to rush through the battlefield), Implosion may destroy a strong stack completely (even with Spell Power 10, Expert Implosion will do 1050 damage, which would kill e.g 10 Champions), Resurrection cannot be permanent without Earth Magic skill, and Town Portal will get the hero without the skill only to the nearest town (while sometimes it's very important to visit a particular one, and a hero should be able to travel between all towns available). Moreover, Animate Dead is also an Earth spell. These spells can make a game really easier. Other magic schools are useful, but Earth Magic is seemingly the best.
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 2 (lowest) |
Castle | Cleric | 3 |
Rampart | Ranger | 3 |
Rampart | Druid | 4 |
Tower | Alchemist | 3 |
Tower | Wizard | 3 |
Inferno | Demoniac | 3 |
Inferno | Heretic | 4 |
Necropolis | Death Knight | 4 |
Necropolis | Necromancer | 8 (highest) |
Dungeon | Overlord | 3 |
Dungeon | Warlock | 5 |
Stronghold | Barbarian | 3 |
Stronghold | Battle Mage | 3 |
Fortress | Beastmaster | 3 |
Fortress | Witch | 3 |
Conflux | Planeswalker | 3 |
Conflux | Elementalist | 6 |
Cove | Captain | 4 |
Cove | Navigator | 5 |
Factory | Mercenary | {{{21}}} |
Factory | Artificer | {{{22}}} |
|}