Water Magic

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Revision as of 23:56, 19 February 2020 by LlVIU (talk | contribs) (added template ZET SEC SKILL CHANCE TABLE)
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This article refers to the secondary skill. For the school of magic, see School of Water 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
Water Magic
Basic Water Magic: allows your hero to cast water spells at reduced cost.
Advanced Water Magic: allows your hero to cast water spells at reduced cost and increased effectiveness.
Expert Water Magic: allows your hero to cast water spells at reduced cost and maximum effectiveness.

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:

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
Cove Horn of the Abyss     Captain   2
Cove Horn of the Abyss     Navigator   9 (highest)
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}