Water Magic: Difference between revisions

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'''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 [[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. If can be offered more often by chance. Example: The 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 basic Water Magic as a starting skill:'''

Revision as of 18:37, 10 July 2020

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

Water Magic is a secondary skill that increases the effectiveness spells and reduces costs of the spells from School of Water Magic. Barbarians and Overlords 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. If can be offered more often by chance. Example: The 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:

Town Class Chance to learn
Castle  Knight   4
Castle  Cleric   4
Rampart  Ranger   3
Rampart  Druid   4
Tower  Alchemist   2
Tower  Wizard   3
Inferno  Demoniac   1
Inferno  Heretic   2
Necropolis  Death Knight   3
Necropolis  Necromancer   3
Dungeon  Overlord   0 (impossible)
Dungeon  Warlock   2
Stronghold  Barbarian   0 (impossible)
Stronghold  Battle Mage   3
Fortress  Beastmaster   2
Fortress  Witch   3
Conflux  Planeswalker   2
Conflux  Elementalist   6 (highest) Shadow of Death
Cove  Captain   2
Cove  Navigator   9 (highest) Horn of the Abyss
Factory  Mercenary  {{{21}}}
Factory  Artificer  {{{22}}}


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See also: