School of Water Magic: Difference between revisions
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The power of Water Magic lies in the following spells [[Bless]], [[Dispel]], [[Cure]], [[Forgetfulness]], [[Teleport]], [[Prayer]] and [[Clone]]. Casting Bless can significantly increase damage of creature stacks that have a decent range of damage (2-7) 4-11 etc. With Dispel and Cure a hero can remove unwanted spell effects, and they are almost compulsory when playing against human opponents. | The power of Water Magic lies in the following spells [[Bless]], [[Dispel]], [[Cure]], [[Forgetfulness]], [[Teleport]], [[Prayer]] and [[Clone]]. Casting Bless can significantly increase damage of creature stacks that have a decent range of damage (2-7) 4-11 etc. With Dispel and Cure a hero can remove unwanted spell effects, and they are almost compulsory when playing against human opponents. | ||
In sieges, the Teleport spell can be devastating for the defender, if you consider a really rare situation where the attacker teleports [[Hydra and chaos hydra|Chaos Hydras]] inside the castle walls. Where expert [[Haste]] gives creatures +5 movement the expert Prayer gives +4 and therefore is almost as good as a [[Haste]] spell. | In sieges, the Teleport spell can be devastating for the defender, if you consider a really rare situation where the attacker teleports [[Hydra and chaos hydra|Chaos Hydras]] inside the castle walls. Mass [[Forgetfulness]] is essential when fighting wandering monsters with range attack, in [[Medusa Stores]] and [[Cyclops Stockpile]]s. Where expert [[Haste]] gives creatures +5 movement, the expert Prayer gives +4 and therefore is almost as good as a [[Haste]] spell. | ||
Last but not least, attacking with | Last but not least, attacking with a cloned unit not only does damage, but also removes the [[retaliation]] which a defending unit would have a chance at, which could be more important than the actual damage. Clone is also known for combining it with [[Angel and archangel|Archangels]] [[Resurrection]] ability. Additionally, [[Water Walk]] can not be ignored as a very powerful [[adventure spell]]. | ||
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Revision as of 08:06, 30 August 2021
School of Water Magic is one of the four schools of magic. Others are School of Air Magic, School of Fire Magic and School of Earth Magic. School of Water Magic is related to the secondary skill Water Magic, which allows heroes' to cast Water School spells more effectively and at reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.
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The power of Water Magic lies in the following spells Bless, Dispel, Cure, Forgetfulness, Teleport, Prayer and Clone. Casting Bless can significantly increase damage of creature stacks that have a decent range of damage (2-7) 4-11 etc. With Dispel and Cure a hero can remove unwanted spell effects, and they are almost compulsory when playing against human opponents. In sieges, the Teleport spell can be devastating for the defender, if you consider a really rare situation where the attacker teleports Chaos Hydras inside the castle walls. Mass Forgetfulness is essential when fighting wandering monsters with range attack, in Medusa Stores and Cyclops Stockpiles. Where expert Haste gives creatures +5 movement, the expert Prayer gives +4 and therefore is almost as good as a Haste spell. Last but not least, attacking with a cloned unit not only does damage, but also removes the retaliation which a defending unit would have a chance at, which could be more important than the actual damage. Clone is also known for combining it with Archangels Resurrection ability. Additionally, Water Walk can not be ignored as a very powerful adventure spell. |