Water Magic
This article refers to the secondary skill. For the school of magic, see School of Water Magic.
Water Magic is a secondary skill that increases the effectiveness and reduces costs of the spells from School of Water Magic.
Water Magic is a school of magic, along with Earth, Fire and Air 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. It 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.
Classes, unable to learn Water Magic skill:
(They can only acquire the skill from Scholars, Witch Huts, Seer's Huts, Events or Pandora's Boxes).
Heroes with basic Water Magic as a starting skill:
Ciele the Elementalist
Gelare the Elementalist
Casmetra the Navigator
Chance to get
Out of total 112 for The Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
---|---|---|
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Knight | 4 |
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Cleric | 4 |
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Ranger | 3 |
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Druid | 4 |
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Alchemist | 2 |
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Wizard | 3 |
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Demoniac | 1 |
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Heretic | 2 |
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Death Knight | 3 |
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Necromancer | 3 |
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Overlord | 0 (impossible) |
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Warlock | 2 |
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Barbarian | 0 (impossible) |
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Battle Mage | 3 |
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Beastmaster | 2 |
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Witch | 3 |
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Planeswalker | 2 |
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Elementalist | 6 (highest) ![]() |
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Captain | 2 |
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Navigator | 9 (highest) ![]() |
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Mercenary | {{{21}}} |
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Artificer | {{{22}}} |
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