forng.blogg.se

Heroes of might and magic 3 secondary skills
Heroes of might and magic 3 secondary skills









heroes of might and magic 3 secondary skills

for a stack who can attack all adjacent troops). Teleport will drive slow troops to the heat of the battle, as they wouldn't reach enemies by their natural speed this spell can be also an unexpected maneuver (e.g. to scuttle your own boat so as to force an enemy hero into a battle). Prayer is just making units stronger and faster, Summon Boat is helpful when there is no Shipyard nearby (or no resources for a boat), and Scuttle Boat is a useful tactical feature (e.g. Clone is very good to units with magic abilities, as, for example, every clone of Archangels will resurrect allies separately. Mass Forgetfulness is a must when fighting neutral ranged units, as otherwise they will very likely kill some of your troops even being easily defeated. Weakness will help your units survive, reducing enemy's damage. Beware when casting Dispel though, as positive magic from your units and negative magic from the enemies will also be removed. Harpy Hags) will become mighty when Blessed. It has three essential Level 1 spells - Bless, Cure, and Dispel. Like other magic schools, Water Magic is important. Some may find the information in this section subjective or irrelevant. Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss. Heroes with basic Water Magic as a starting skill: At level 8, the hero will be offered again a new magic school if none was offered at levels 5, 6 and 7. The hero will then be guaranteed to be offered a magic school at level 4. Example: The Might hero was not offered a school of magic when reaching levels 2 and 3. 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. Water Magic is a school of magic, along with Earth, Fire and Air Magic. Barbarians and Overlords cannot learn Water Magic. Water Magic is a secondary skill that increases the effectiveness and reduces costs of the spells from School of Water Magic. Secondary skillsīasic Water Magic: allows your hero to cast water spells at reduced cost.Īdvanced Water Magic: allows your hero to cast water spells at reduced cost and increased effectiveness.Įxpert Water Magic: allows your hero to cast water spells at reduced cost and maximum effectiveness. For the school of magic, see School of Water Magic. This article refers to the secondary skill.











Heroes of might and magic 3 secondary skills