Water Magic: Difference between revisions
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'''Heroes with basic Water Magic as a starting skill:''' | '''Heroes with basic Water Magic as a starting skill:''' | ||
* {{ | * {{H2|Ciele|Elementalist}} | ||
* {{ | * {{H2|Gelare|Elementalist}} | ||
* {{ | * {{H2|Casmetra|Navigator}}{{-wh}} | ||
{{ZET SEC SKILL CHANCE TABLE| 4| 4| 3| 4| 2| 3| 1| 2| 3| 3| 0 (impossible)| 2| 0 (impossible)| 3| 2| 3| 2| 6| 2| 9 (highest)}} | {{ZET SEC SKILL CHANCE TABLE| 4| 4| 3| 4| 2| 3| 1| 2| 3| 3| 0 (impossible)| 2| 0 (impossible)| 3| 2| 3| 2| 6 (highest) {{withsod}}| 2| 9 (highest){{-wh}}}} | ||
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{{secondary skill 'see also'}} | |||
[[Category: Secondary skills]] | [[Category: Secondary skills]] |
Revision as of 09:54, 25 March 2020
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 basic Water Magic as a starting skill:
- Ciele the Elementalist
- Gelare the Elementalist
- Casmetra the Navigator
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 4 |
Castle | Cleric | 4 |
Rampart | Ranger | 3 |
Rampart | Druid | 4 |
Tower | Alchemist | 2 |
Tower | Wizard | 3 |
Inferno | Demoniac | 1 |
Inferno | Heretic | 2 |
Necropolis | Death Knight | 3 |
Necropolis | Necromancer | 3 |
Dungeon | Overlord | 0 (impossible) |
Dungeon | Warlock | 2 |
Stronghold | Barbarian | 0 (impossible) |
Stronghold | Battle Mage | 3 |
Fortress | Beastmaster | 2 |
Fortress | Witch | 3 |
Conflux | Planeswalker | 2 |
Conflux | Elementalist | 6 (highest) |
Cove | Captain | 2 |
Cove | Navigator | 9 (highest) |
Factory | Mercenary | {{{21}}} |
Factory | Artificer | {{{22}}} |
|}