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{{About|This article refers to the [[secondary skill]]. For the school of magic, see | {{About|This article refers to the [[secondary skill]]. For the school of magic, see {{l|School of Fire Magic}}.}} | ||
{{Secondary skills}} | {{Secondary skills}} |
Revision as of 10:50, 24 May 2021
This article refers to the secondary skill. For the school of magic, see school of fire magic.
Fire magic is a secondary skill, that increases the effectiveness and reduces costs of spells from the School of Fire Magic. Rangers and Beastmasters cannot learn Fire Magic.
Fire Magic is a school of magic, along with Earth, Water 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 Fire Magic as a starting skill:
- Adrienne the Witch (expert)
- Inteus the Elementalist (basic)
- Luna the Elementalist (basic)
- Manfred the Navigator (basic)
Heroes with a specialty in Fire Magic:
Chance to get
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 1 |
Castle | Cleric | 2 |
Rampart | Ranger | 0 (impossible) |
Rampart | Druid | 1 |
Tower | Alchemist | 1 |
Tower | Wizard | 2 |
Inferno | Demoniac | 4 |
Inferno | Heretic | 5 |
Necropolis | Death Knight | 1 |
Necropolis | Necromancer | 2 |
Dungeon | Overlord | 2 |
Dungeon | Warlock | 5 |
Stronghold | Barbarian | 2 |
Stronghold | Battle Mage | 3 |
Fortress | Beastmaster | 0 (impossible) |
Fortress | Witch | 3 |
Conflux | Planeswalker | 3 |
Conflux | Elementalist | 6 (highest) |
Cove | Captain | 2 |
Cove | Navigator | 2 |
Factory | Mercenary | {{{21}}} |
Factory | Artificer | {{{22}}} |
|}
User commentary
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As any other magic school, Fire Magic is very useful. Expert Curse will save lives of your troops in a fierce battle, especially against units with a high range of damage (e.g Cerberi or Storm Elementals). Expert Bloodlust will increase the damage dealt by your troops, and blinding a strong stack and then attacking it hand-to-hand will work properly at the highest Fire Magic level, since there will be no retaliation. Armageddon and Berserk may be crucial for defeating large amounts of troops; for example, Berserk will work in Faerie Dragons scenario (Dragon Slayer campaign), when battling legions of Nagas (they will simply hit each other, dealing enormous damage to themselves). Frenzy is very good for those who attack without retaliation, casted immediately before the target's turn. Bizarrely, the Fire school doesn't have the most damaging spells in the game (except Armageddon obviously), but comes with a few useful utility spells all the same. Curse, Blind and Berserk in particular will wreak havoc against your enemies in short order. Slayer and Frenzy can see some situational use when you have to go all-in against particularly tough enemies. |