School of Air Magic: Difference between revisions

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(→‎List of air magic spells: Deleted section: No point is there, because all can be found from the infobox.)
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== Comments & debate ==
== Comments & debate ==
The most powerful spells in school of air magic are [[fly]], [[dimension door]] and [[haste]]. Typically the two first mentioned are disabled from custom maps, which still leaves haste and a handful of other useful spells. Haste cast at expert level becomes a [[mass spell]], which gives all allied creatures +5 to [[speed]]. That makes it one of the most remarkable spells in the game. Additionally, [[lighting bolt]] and [[chain lightning]] can do notable damage in the start, but the significance decrases as the stack sizes grow. [[Counterstrike]] can be an enormous aid, especially when cast on [[hydra]]s or [[vampire lord]]s.
The most powerful spells in school of air magic are [[Fly]], [[Dimension Door]] and [[Haste]]. Fly and Dimenson Door enables hero to take shortcuts and even ignore [[Border Guard]]s. In custom maps, they are typically disabled. Another powerful spell in School of Air Magic is Haste, which affects the [[speed]] of the creatures in combat. At expert level, it becomes a [[mass spell]], and give +5 speed to all allied creatures. This is such an huge advantage, that it questions why Haste is level 1 spell with such a small mana cost.


In conclusion, school of air magic has only few truly important spells. If the game is played at its full capacity, school of air magic is perhaps the best one. However, with fly and dimension door typically banned, it becomes significantly less attractive.
Other usful spells in School of Air Magic are [[Lightning bolt]] and [[Chain Lightning]]. They can do considerable damage in the early stage of the game. However, their usefulness tend to decrease as the game develops and the stack sizes grow allowing troops to do more much damage than spells. Another handy spell is [[Counterstrike]], which also becomes a mass spell with expert air magic. It enables two extra [[retaliation]]s for allied creatures, which makes it quite deadly specially in the cases like [[Hydra and Chaos Hydra|both hydras]] or [[Vapire and Vampire Lord|vampires]].


* Damagin spells 4
In conclusion, School of Air Magic has only few truly great spells, but they are so markable, that if the game is played at its full capacity (no bans), Air Magic becomes mandatory. Haste, or to be precise mass Haste, alone makes Air Magic a winner's choise. However, if Fly and Dimension Door are banned, let alone if Haste is banned, Air Magic and the School of Air Magic becomes significantly less attractive.
* Spells that benefit own army 3
* Spells that weakens enemy army 1
* Adventure map spells 5


[[Category: Spells]]
[[Category: Spells]]

Revision as of 10:30, 21 March 2014

is about the characteristics of the air school spells. For the secondary skill, see air magic.

School of Air Magic
Symbol for the School of Air Magic
Level 1
 Haste
 Magic Arrow *
 View Air
Level 2
 Disguise
 Disrupting Ray
 Fortune
 Lightning Bolt
 Precision
 Protection from Air
 Visions *
Level 3
 Air Shield
 Destroy Undead
 Hypnotize
Level 4
 Chain Lightning
 Counterstrike
Level 5
 Dimension Door
 Fly
 Magic Mirror
 Summon Air Elemental
 Titan's Lightning Bolt
School of Earth Magic
School of Fire Magic
School of Water Magic

School of air magic is one of the four schools of magic. Others are fire, earth and water. School of air magic is related to the secondary skill air magic, which allows heroes' to cast air school spells more effectively and at reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.

Comments & debate

The most powerful spells in school of air magic are Fly, Dimension Door and Haste. Fly and Dimenson Door enables hero to take shortcuts and even ignore Border Guards. In custom maps, they are typically disabled. Another powerful spell in School of Air Magic is Haste, which affects the speed of the creatures in combat. At expert level, it becomes a mass spell, and give +5 speed to all allied creatures. This is such an huge advantage, that it questions why Haste is level 1 spell with such a small mana cost.

Other usful spells in School of Air Magic are Lightning bolt and Chain Lightning. They can do considerable damage in the early stage of the game. However, their usefulness tend to decrease as the game develops and the stack sizes grow allowing troops to do more much damage than spells. Another handy spell is Counterstrike, which also becomes a mass spell with expert air magic. It enables two extra retaliations for allied creatures, which makes it quite deadly specially in the cases like both hydras or vampires.

In conclusion, School of Air Magic has only few truly great spells, but they are so markable, that if the game is played at its full capacity (no bans), Air Magic becomes mandatory. Haste, or to be precise mass Haste, alone makes Air Magic a winner's choise. However, if Fly and Dimension Door are banned, let alone if Haste is banned, Air Magic and the School of Air Magic becomes significantly less attractive.