Water Magic: Difference between revisions

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'''Heroes with Water Magic as a starting skill:'''
'''Heroes with Water Magic as a starting skill:'''
* {{Hn|Ciele}} the [[Elementalist]] has Basic Water Magic
* {{Hn|Ciele|Elementalist}} (basic)
* {{Hn|Gelare}} the [[Elementalist]] has Basic Water Magic
* {{Hn|Gelare|Elementalist}} (basic)


== Discussion ==
== Discussion ==

Revision as of 10:07, 8 April 2017

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.

Heroes with Water Magic as a starting skill:

Discussion

While Water magic does not have the same utility as Earth and Air magic in terms of adventure spells, it is not to be underestimated on the battlefield, especially for having one of the most formidable buff spells in the game, Prayer. Expert Teleport is extremely useful in siege situations, and Clone can double the damage output of your most powerful units or force the opponent to waste an attack. Expert Cure is also a good way to remove mass debuffs on your army.