Earth Magic: Difference between revisions
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{{About|This article refers to the [[secondary skill]]. For the school of magic, see | {{About|This article refers to the [[secondary skill]]. For the school of magic, see {{l|School of Earth Magic}}.}} | ||
{{Secondary skills}} | {{Secondary skills}} | ||
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Earth Magic is a school of magic, along with Water, 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. 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. | Earth Magic is a school of magic, along with Water, 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. 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 Earth Magic as a starting skill:''' | '''Heroes with Basic Earth Magic as a starting skill:''' | ||
* {{H2|Grindan|Elementalist}} | * {{H2|Grindan|Elementalist}} | ||
* {{H2|Labetha|Elementalist}} | * {{H2|Labetha|Elementalist}} | ||
== | == Chance to get == | ||
{{Secondary skill chance explanation}} | |||
{{ZET SEC SKILL CHANCE TABLE| 2 (lowest)| 3| 3| 4| 3| 3| 3| 4| 4| 8 (highest)| 3| 5| 3| 3| 3| 3| 3| 6| 4| 5| 3| 4}} | |||
{{user commentary| | |||
Earth Magic is one of the most important secondary skills, as some of spells from the School of Earth Magic are really crucial. Expert [[Slow]] can make enemy's troops fully incompetitive (or disallow someone extremely fast, like [[Archangel]]s or [[Phoenix]]es, to rush through the battlefield), [[Implosion]] may destroy a strong stack completely (even with Spell Power 10, Expert Implosion will do 1050 damage, which would kill e.g 10 [[Champion]]s), troops risen by [[Resurrection]] cannot remain after the battle without Earth Magic skill, and [[Town Portal]] will get the hero without the skill only to the nearest town (while sometimes it's very important to visit a particular one, e.g. to defend it when a strong enemy comes close, to get troops, to learn spells, or to improve skills in buildings like [[Hall of Valhalla]] or [[Wall of Knowledge]]. Town Portal can allow a hero to travel between all his towns). Moreover, [[Animate Dead]] is also an Earth spell. These spells can make a game really easier. Other magic schools are useful, but Earth Magic rocks. | |||
There are several reasons to select Earth Magic, but one of the strongest motive is [[Town Portal]] spell, which is among the most powerful adventure map spells along with [[Fly]] and [[Dimension Door]]. Another excellent reason is the [[Resurrection]] spell (and [[Animate Dead]] for [[Undead]]), which permanently resurrects creatures at Advanced and Expert level (while on Basic level only for the duration of the battle). A hero with a lot of spell points, high [[power]] skill and Expert or Advanced Resurrection can win almost any battle without suffering losses (for example, by [[Blind]]ing the last enemy stack and then resurrecting all of their own troops). | |||
{{ | Furthermore, with Expert Earth Magic, [[Shield]], [[Stone Skin]] and [[Slow]] become powerful [[mass spell]]s at Expert level. Slow as a mass [[hindering spell]] has especially devastating effects among enemy troops, as it reduces all enemy creatures' [[speed]] by 50%, which may change the outcome of battles against overpowering opponents. | ||
Earth magic also contains [[Meteor Shower]] which is a great multi hex damaging spell and [[Implosion]] which is the strongest [[single target spell]] in the game, capable of destroying or crippling a power stack at the beginning of the fight. | |||
}}{{end of user commentary}} | |||
{{secondary skill 'see also'}} | {{secondary skill 'see also'}} |
Revision as of 17:38, 9 January 2024
This article refers to the secondary skill. For the school of magic, see school of earth magic.
Earth Magic is a secondary skill, that increases the effectiveness and reduces costs of spells from the School of Earth Magic.
Earth Magic is a school of magic, along with Water, 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. 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 Basic Earth Magic as a starting skill:
- Grindan the Elementalist
- Labetha the Elementalist
Chance to get
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 2 (lowest) |
Castle | Cleric | 3 |
Rampart | Ranger | 3 |
Rampart | Druid | 4 |
Tower | Alchemist | 3 |
Tower | Wizard | 3 |
Inferno | Demoniac | 3 |
Inferno | Heretic | 4 |
Necropolis | Death Knight | 4 |
Necropolis | Necromancer | 8 (highest) |
Dungeon | Overlord | 3 |
Dungeon | Warlock | 5 |
Stronghold | Barbarian | 3 |
Stronghold | Battle Mage | 3 |
Fortress | Beastmaster | 3 |
Fortress | Witch | 3 |
Conflux | Planeswalker | 3 |
Conflux | Elementalist | 6 |
Cove | Captain | 4 |
Cove | Navigator | 5 |
Factory | Mercenary | 3 |
Factory | Artificer | 4 |
User commentary
[Show user commentary]
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