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'''Fire magic''' is a [[secondary skill]] that increases the effectiveness and reduces costs of [[spells]] from the [[School of Fire Magic]].   
'''Fire magic''' is a [[secondary skill]], that increases the effectiveness and reduces costs of [[spells]] from the [[School of Fire Magic]].  [[Ranger]]s and [[Beastmaster]]s cannot learn Fire Magic.


Fire Magic is a school of magic, along with Earth, Water 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.
Fire Magic is a school of magic, along with Earth, Water 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.


'''Classes unable to learn {{PAGENAME}} skill:'''
'''Heroes with Fire Magic as a starting skill:'''
* {{Hn|Adrienne|Witch}} (expert)
* {{Hn|Inteus|Elementalist}} (basic)
* {{Hn|Luna|Elementalist}} (basic)
* {{Hn|Manfred|Navigator}} (basic) {{withhota}}


''(They can only acquire it from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s, [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es).''
'''Heroes with a specialty in Fire Magic:'''
* [[File:Ranger portrait.gif]] [[Ranger]]s
* {{Hn|Adrienne|Witch}} (starts with expert Fire Magic)
* [[File:Beastmaster portrait.gif]] [[Beastmaster]]s
 
'''Heroes with Basic Fire Magic as a starting skill:'''
* {{H2|Inteus|Elementalist}}
* {{H2|Luna|Elementalist}}
* {{H2|Manfred|Navigator}}{{-wh}}
 
'''Heroes with {{PAGENAME}} as a specialty and a starting skill:'''
* {{H2|Adrienne|Witch}} {{withmaped}} (Expert Fire Magic)
The only effect of the specialty is having Expert Fire Magic at the start.


== Chance to get ==
== Chance to get ==
{{Secondary skill chance explanation}}
{{Secondary skill chance explanation}}
{{ZET SEC SKILL CHANCE TABLE| 1| 2| 0 (impossible)| 1| 1| 2| 4| 5| 1| 2| 2| 5| 2| 3| 0 (impossible)| 3| 3| 6 (highest)| 2| 2| 3| 4}}
{{ZET SEC SKILL CHANCE TABLE| 1| 2| 0 (impossible)| 1| 1| 2| 4| 5| 1| 2| 2| 5| 2| 3| 0 (impossible)| 3| 3| 6 (highest)| 2| 2}}
|}


{{user commentary|
{{user commentary|
As any other magic school, Fire Magic is very useful as many of its spells will wreak havoc against your enemies in short order. Expert [[Curse]] will save lives of your troops in a fierce battle, especially against units with a high range of damage (e.g [[Hell Hound and Cerberus|Cerberi]] or [[Air Elemental and Storm Elemental|Storm Elementals]]). Expert [[Bloodlust]] will increase the damage dealt by your troops, and [[blind]]ing will work properly at the highest Fire Magic level, since there will be no retaliation. Together with [[Resurrection]], Blind on the last remaining enemy stack will allow you win a big battle with no losses. [[Armageddon]] and [[Berserk]] may be crucial for defeating large amounts of troops; for example, [[Berserk]] will work in [[Faerie Dragons]] scenario ([[Dragon Slayer]] campaign), when battling legions of [[Naga]]s (they will simply hit each other, dealing enormous damage to themselves). [[Frenzy]] is very good for those who attack without retaliation, casted immediately before the target's turn. Bizarrely, among the most devastating damage spells in the game, only Armageddon belongs to Fire Magic school.
As any other magic school, Fire Magic is very useful as many of its spells will wreak havoc against your enemies in short order. Expert [[Curse]] will save lives of your troops in a fierce battle, especially against units with a high range of damage (e.g [[Hell Hound and Cerberus|Cerberi]] or [[Air Elemental and Storm Elemental|Storm Elementals]]). Expert [[Bloodlust]] will increase the damage dealt by your troops, and [[blind]]ing a strong stack and then attacking it hand-to-hand will work properly at the highest Fire Magic level, since there will be no retaliation. [[Armageddon]] and [[Berserk]] may be crucial for defeating large amounts of troops; for example, [[Berserk]] will work in [[Faerie Dragons]] scenario ([[Dragon Slayer]] campaign), when battling legions of [[Naga]]s (they will simply hit each other, dealing enormous damage to themselves). [[Frenzy]] is very good for those who attack without retaliation, casted immediately before the target's turn. Bizarrely, the Fire school doesn't have the most damaging spells in the game, besides Armageddon.
 
Of the four magic school skills, Fire Magic is arguably the least useful, not because fire spells are weak, but since many of them are either not dramatically improved at Expert ([[Armageddon]], [[Slayer]], [[Fire Shield]]), or already work well enough at Basic ([[Blind]], [[Sacrifice]], [[Frenzy]]).  Only [[Bloodlust]], [[Curse]], [[Protection from Fire]] and [[Misfortune]] switch to affecting all eligible targets at Expert (which is the most desirable benefit of a magic skill), and the last two spells aren't very useful even then.  Nevertheless, Fire Magic is still a very good secondary skill and picking it is never a waste.
}}{{end of user commentary}}
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[[Category: Secondary skills]]
[[Category: Secondary skills]]
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