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.
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:

Ciele the Elementalist

Gelare the Elementalist

Casmetra the Navigator 
| Town | Class | Chance to learn |
|---|---|---|
| Knight | 4 | |
| Cleric | 4 | |
| Ranger | 3 | |
| Druid | 4 | |
| Alchemist | 2 | |
| Wizard | 3 | |
| Demoniac | 1 | |
| Heretic | 2 | |
| Death Knight | 3 | |
| Necromancer | 3 | |
| Overlord | 0 (impossible) | |
| Warlock | 2 | |
| Barbarian | 0 (impossible) | |
| Battle Mage | 3 | |
| Beastmaster | 2 | |
| Witch | 3 | |
| Planeswalker | 2 | |
| Elementalist | 6 (highest) | |
| Captain | 2 | |
| Navigator | 9 (highest) | |
| Mercenary | {{{21}}} | |
| Artificer | {{{22}}} |
|}


