Water Magic: Difference between revisions
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*[[Summon Water Elemental]] | *[[Summon Water Elemental]] | ||
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Water Magic is often underestimated, due to the lack of powerful [[direct damage spells]] and [[Adventure spell|movement spells]]. However, the power of the first group quickly weakens when the end game draws near and [[Army|armies]] grow, and the second group are oftenmost [[banned]], and this is when Water Magic shines: it has a couple of excellent [[blessing]]s, [[Cure]] and [[Dispel]] can quickly make all the enemies spells go away, and [[Forgetfulness]] and [[Teleport]] can turn a hopeless situation into a certain victory. Recommended for everyone, but especially for [[Fortress]], who can use Teleport along with [[Hydra]]s to extremely good effects. It is very dependant on specialty, but at expert level it's blessings and curses gain mass effects. [[Clone]] can be used to copy your more powerful stack, most effectibly if ranged, such as [[Titan]]s. The opponent will be forced to waste a flyer/ranged attack or a spell to dispel it. By late game and if used on huge stacks, a clone damage can be greater than a master [[implosion]] | Water Magic is often underestimated, due to the lack of powerful [[direct damage spells]] and [[Adventure spell|movement spells]]. However, the power of the first group quickly weakens when the end game draws near and [[Army|armies]] grow, and the second group are oftenmost [[banned]], and this is when Water Magic shines: it has a couple of excellent [[blessing]]s, [[Cure]] and [[Dispel]] can quickly make all the enemies spells go away, and [[Forgetfulness]] and [[Teleport]] can turn a hopeless situation into a certain victory. Recommended for everyone, but especially for [[Fortress]], who can use Teleport along with [[Hydra]]s to extremely good effects. It is very dependant on specialty, but at expert level it's blessings and curses gain mass effects. [[Clone]] can be used to copy your more powerful stack, most effectibly if ranged, such as [[Titan]]s. The opponent will be forced to waste a flyer/ranged attack or a spell to dispel it. By late game and if used on huge stacks, a clone damage can be greater than a master [[implosion]] | ||
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*[[Informational spells|Informational]] 1 | *[[Informational spells|Informational]] 1 | ||
* Specialty helps? 5 | * Specialty helps? 5 | ||
{{Secondary skills}} | {{Secondary skills}} | ||
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[[Category: Secondary skills]] | [[Category: Secondary skills]] | ||
[[Category: Spells]] | [[Category: Spells]] | ||
Revision as of 19:08, 24 January 2014
Water magic is one of the secondary skills. It increases the performance of hero's water magic spells.
List of Water Magic Spells
First Level
Second Level
Third Level
Fourth Level
Fifth Level
Comments
Water Magic is often underestimated, due to the lack of powerful direct damage spells and movement spells. However, the power of the first group quickly weakens when the end game draws near and armies grow, and the second group are oftenmost banned, and this is when Water Magic shines: it has a couple of excellent blessings, Cure and Dispel can quickly make all the enemies spells go away, and Forgetfulness and Teleport can turn a hopeless situation into a certain victory. Recommended for everyone, but especially for Fortress, who can use Teleport along with Hydras to extremely good effects. It is very dependant on specialty, but at expert level it's blessings and curses gain mass effects. Clone can be used to copy your more powerful stack, most effectibly if ranged, such as Titans. The opponent will be forced to waste a flyer/ranged attack or a spell to dispel it. By late game and if used on huge stacks, a clone damage can be greater than a master implosion
DiFool's Ratings (1-5)
- Direct damage 1
- Benefit own army 5
- Weaken enemy army 3
- Travel 3
- Informational 1
- Specialty helps? 5