Fire Magic: Difference between revisions

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'''Fire magic''' is a [[secondary skill]], that increases the effectiveness and reduces costs of [[spells]] from the [[School of Fire Magic]].  [[Ranger]]s and [[Beastmaster]]s cannot learn Fire Magic.
'''Fire magic''' is a [[secondary skill]], that increases the effectiveness and reduces costs of [[spells]] from the [[School of Fire Magic]].  [[Ranger]]s and [[Beastmaster]]s cannot learn Fire Magic.
Fire Magic is a school of magic, along with Earth, Water 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. 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 Fire Magic as a starting skill:'''
'''Heroes with Fire Magic as a starting skill:'''
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* {{Hn|Inteus|Elementalist}} (basic)
* {{Hn|Inteus|Elementalist}} (basic)
* {{Hn|Luna|Elementalist}} (basic)
* {{Hn|Luna|Elementalist}} (basic)
* {{Hn|Manfred|Navigator}} (basic}} {{withhota}}
* {{Hn|Manfred|Navigator}} (basic) {{withhota}}


'''Heroes with a specialty in Fire Magic:'''
'''Heroes with a specialty in Fire Magic:'''
* {{Hn|Adrienne|Witch}} (starts with expert Fire Magic)
* {{Hn|Adrienne|Witch}} (starts with expert Fire Magic)


== Discussion ==
{{ZET SEC SKILL CHANCE TABLE| 1| 2| 0 (impossible)| 1| 1| 2| 4| 5| 1| 2| 2| 5| 2| 3| 0 (impossible)| 3| 3| 6 (highest)| 2| 2}}
Bizarrely, the Fire school doesn't have the most damaging spells in the game (except [[Armageddon]] obviously), but comes with a few useful utility spells all the same. [[Curse]], [[Blind]] and [[Berserk]] in particular will wreak havoc against your enemies in short order. [[Slayer]] and [[Frenzy]] can see some situational use when you have to go all-in against particularly tough enemies.
|}
 
{{secondary skill 'see also'}}


[[Category: Secondary skills]]
[[Category: Secondary skills]]
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Revision as of 19:08, 10 July 2020

This article refers to the secondary skill. For the school of magic, see School of Fire 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
Fire Magic
Basic Fire Magic: allows your hero to cast fire spells at reduced cost.
Advanced Fire Magic: allows your hero to cast fire spells at reduced cost and increased effectiveness.
Expert Fire Magic: allows your hero to cast fire spells at reduced cost and maximum effectiveness.

Fire magic is a secondary skill, that increases the effectiveness and reduces costs of spells from the School of Fire Magic. Rangers and Beastmasters cannot learn Fire Magic.

Fire Magic is a school of magic, along with Earth, Water 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. 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 Fire Magic as a starting skill:

Heroes with a specialty in Fire Magic:

Town Class Chance to learn
Castle  Knight   1
Castle  Cleric   2
Rampart  Ranger   0 (impossible)
Rampart  Druid   1
Tower  Alchemist   1
Tower  Wizard   2
Inferno  Demoniac   4
Inferno  Heretic   5
Necropolis  Death Knight   1
Necropolis  Necromancer   2
Dungeon  Overlord   2
Dungeon  Warlock   5
Stronghold  Barbarian   2
Stronghold  Battle Mage   3
Fortress  Beastmaster   0 (impossible)
Fortress  Witch   3
Conflux  Planeswalker   3
Conflux  Elementalist   6 (highest)
Cove  Captain   2
Cove  Navigator   2
Factory  Mercenary  {{{21}}}
Factory  Artificer  {{{22}}}


|}

See also: