Air Magic: Difference between revisions

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== Importance ==
== Importance ==
Like other magic schools, Air Magic is very important. At the expert level, [[Haste]] may help a lot as your entire army will possibly move before the enemy's army, and even some very slow units get decent speed. [[Dimension Door]] and [[Fly]] are extremely helpful for moving on the adventure map. [[Chain Lightning]] may wipe out the whole opposing army (while it's a double-edged sword, as if there are less than five stacks, Chain Lightning will damage your own troops - initially it hits four stacks, thus you get unable to use it against an enemy with that exact stacks number), and [[Lightning Bolt]] is useful on early stages of the game. Other helpful Air spells are, for example, [[Disrupting Ray]], [[Precision]], and [[Counterstrike]].


== Chance to get ==
== Chance to get ==

Revision as of 11:51, 3 March 2021

This article refers to the secondary skill. For air magic spells, see School of Air 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
Air Magic
Basic Air Magic: allows your hero to cast air spells at reduced cost.
Advanced Air Magic: allows your hero to cast air spells at reduced cost and increased effectiveness.
Expert Air Magic: allows your hero to cast air spells at reduced cost and maximum effectiveness.

Air magic is a secondary skill that increases the effectiveness and reduces the costs of spells from the School of Air Magic.

Air Magic is a school of magic, along with Earth, Fire and Water 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 Air Magic as a starting skill:

Importance

Like other magic schools, Air Magic is very important. At the expert level, Haste may help a lot as your entire army will possibly move before the enemy's army, and even some very slow units get decent speed. Dimension Door and Fly are extremely helpful for moving on the adventure map. Chain Lightning may wipe out the whole opposing army (while it's a double-edged sword, as if there are less than five stacks, Chain Lightning will damage your own troops - initially it hits four stacks, thus you get unable to use it against an enemy with that exact stacks number), and Lightning Bolt is useful on early stages of the game. Other helpful Air spells are, for example, Disrupting Ray, Precision, and Counterstrike.

Chance to get

Town Class Chance to learn
Castle  Knight  3
Castle  Cleric  4
Rampart  Ranger  1 (lowest)
Rampart  Druid  2
Tower  Alchemist  4
Tower  Wizard  6 (highest)
Inferno  Demoniac  2
Inferno  Heretic  3
Necropolis  Death Knight  2
Necropolis  Necromancer  3
Dungeon  Overlord  1 (lowest)
Dungeon  Warlock  2
Stronghold  Barbarian  3
Stronghold  Battle Mage  3
Fortress  Beastmaster  1 (lowest)
Fortress  Witch  3
Conflux  Planeswalker  2
Conflux  Elementalist  6 (highest)
Cove Horn of the Abyss     Captain  3
Cove Horn of the Abyss     Navigator  6 (highest)
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}


|}

See also: