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School of Water Magic
Symbol for School of Water Magic
Level 1
 Magic Arrow *
 Protection from Water
 Summon Boat
Level 2
 Ice Bolt
 Remove Obstacle
 Scuttle Boat
 Visions *
Level 3
 Frost Ring
Level 4
 Water Walk
Level 5
 Summon Water Elemental
School of Air Magic
School of Earth Magic
School of Fire Magic
School:  Water Magic
Level:  2nd
Cost:  8/6
Duration:  1 rnd/sp
 Basic effect
Reduces the selected enemy unit's attack strength by 3.
 Advanced effect
Reduces the selected enemy unit's attack strength by 6.
 Expert effect
Reduces the attack strength of all enemy units by 6.
 Probability of occurrence (%):
Town portrait Castle small.gif Castle   13
Town portrait Rampart small.gif Rampart   13
Town portrait Tower small.gif Tower   18 (13*)
Town portrait Inferno small.gif Inferno   34
Town portrait Necropolis small.gif Necropolis   24
Town portrait Dungeon small.gif Dungeon   25
Town portrait Stronghold small.gif Stronghold   25
Town portrait Fortress small.gif Fortress   25
Town portrait Conflux small.gif Conflux   20
Town portrait Cove small.gif Cove Horn of the Abyss   45
* Without Library

Weakness is a 2nd level spell in the School of Water Magic. It reduces the attack of the target enemy creature(s).

Heroes starting with Weakness:

Heroes specialising in Weakness:

Creatures immune to Weakness:

Creatures capable of casting Weakness:

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Some may find the information in this section subjective or irrelevant.

At Expert level, Weakness is effectively the same as Expert Stone Skin, except if any enemy troops have attack ratings below 6 (or, if the caster has a specialty in Weakness, below what the spell will reduce attack ratings by). Combining Weakness with Stone Skin or Shield (or both) can make your troops last significantly longer than they otherwise would be able to.