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'''Water Magic''' is a [[secondary skill]] that increases the effectiveness and reduces costs of the [[ | '''Water Magic''' is a [[secondary skill]] that increases the effectiveness [[spells]] and reduces costs of the spells from [[School of Water Magic]]. [[Barbarian]]s and [[Overlord]]s cannot learn 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. | 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. | ||
'''Heroes with basic Water Magic as a starting skill:''' | |||
'''Heroes with | |||
* {{H2|Ciele|Elementalist}} | * {{H2|Ciele|Elementalist}} | ||
* {{H2|Gelare|Elementalist}} | * {{H2|Gelare|Elementalist}} | ||
* {{H2|Casmetra|Navigator}}{{-wh}} | * {{H2|Casmetra|Navigator}}{{-wh}} | ||
== Importance == | |||
{{fanopinion}} | |||
Like other magic schools, Water Magic is important. It has three essential Level 1 spells - [[Bless]], [[Cure]], and [[Dispel]]. Units with big damage range (e.g. [[Harpy and Harpy Hag|Harpies and Harpy Hags]]) will become mighty when Blessed. Beware when casting Dispel though, as positive magic from your units and negative magic from the enemies will also be removed. [[Weakness]] will help your units survive, reducing enemy's damage. Mass [[Forgetfulness]] is a must when fighting neutral ranged units, as otherwise they will very likely kill some of your troops even being easily defeated. [[Clone]] is very good to units with magic abilities, as, for example, every clone of [[Pit Lord]]s will [[Summon Demons|summon demons]] separately, and every clone of [[Archangel]]s will [[Resurrection|resurrect]] allies separately. [[Prayer]] is just making units stronger and faster, [[Summon Boat]] is helpful when there is no [[Shipyard]] nearby (or no resources for a [[boat]]), and [[Scuttle Boat]] is a useful tactical feature (e.g. to scuttle your own boat so as to force an enemy hero into a battle). [[Teleport]] will drive slow troops to the heat of the battle, as they wouldn't reach enemies by their natural speed; this spell can be also an unexpected maneuver (e.g. for a stack who can attack all adjacent troops). | |||
== Chance to get == | == Chance to get == | ||
{{ZET SEC SKILL CHANCE TABLE| 4| 4| 3| 4| 2| 3| 1| 2| 3| 3| 0 (impossible)| 2| 0 (impossible)| 3| 2| 3| 2| 6 (highest) {{withsod}}| 2| 9 (highest){{-wh}}}} | |||
{{ZET SEC SKILL CHANCE TABLE| 4| 4| 3| 4| 2| 3| 1| 2| 3| 3| 0 (impossible)| 2| 0 (impossible)| 3| 2| 3| 2| 6 (highest) {{withsod}}| 2| 9 (highest){{-wh}} | |} | ||
{{secondary skill 'see also'}} | {{secondary skill 'see also'}} | ||
[[Category: Secondary skills]] | [[Category: Secondary skills]] |