Air Magic
This article refers to the secondary skill. For air magic spells, see School of Air Magic.
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:
- Aenain the Elementalist – Basic Air Magic
- Brissa the Elementalist – Basic Air Magic
Importance
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 | Captain | 3 |
Cove | Navigator | 6 (highest) |
Factory | Mercenary | {{{21}}} |
Factory | Artificer | {{{22}}} |
|}