辅助技能 |
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气系魔法 |
箭术 |
防御术 |
炮术 |
弹道术 |
外交术 |
鹰眼术 |
土系魔法 |
理财术 |
火系魔法 |
急救术 |
智力 |
领导术 |
学习能力 |
后勤学 |
幸运术 |
神秘术 |
航海术 |
招魂术 |
进攻术 |
寻路术 |
抵抗力 |
学术 |
侦察术 |
魔力 |
战术 |
水系魔法 |
智慧术 |
干扰术 |
Water Magic is a secondary skill that increases the effectiveness and reduces costs of the spells from School of 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 for Might heroes and every 3 levels for Magic heroes. It 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 水系魔法 skill:
(They can only acquire the skill from Scholars, Witch Huts, Seer's Huts, Events or Pandora's Boxes).
Heroes with basic Water Magic as a starting skill:
Chance to get
Out of total 112 for 死亡阴影, and of (112 + Interference chance) for 深渊号角 .
Banned skills change the probability.
城镇 | 类型 | 学会几率 |
---|---|---|
城堡 | 骑士 | 4 |
城堡 | 牧师 | 4 |
堡垒 | 巡逻兵 | 3 |
堡垒 | 德鲁伊 | 4 |
塔楼 | 炼金术士 | 2 |
塔楼 | 术士 | 3 |
地狱 | 魔鬼 | 1 |
地狱 | 异教徒 | 2 |
墓园 | 死亡骑士 | 3 |
墓园 | 巫师 | 3 |
地下城 | 地下领主 | 0 (impossible) |
地下城 | 妖术师 | 2 |
据点 | 野蛮人 | 0 (impossible) |
据点 | 战斗法师 | 3 |
要塞 | 驯兽师 | 2 |
要塞 | 女巫 | 3 |
元素城 | 位面行者 | 2 |
元素城 | 元素使 | 6 (highest) |
港口 | 船长 | 2 |
港口 | 领航员 | 9 (highest) |
玩家攻略
[显示玩家攻略]
[隐藏玩家攻略]
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Like other magic schools, Water Magic is important. It has three essential Level 1 spells - Bless, Cure, and Dispel. Units with big damage range (e.g. Harpy Hags) will become mighty when Blessed. Beware when casting Dispel though, as positive magic from your units and negative magic from the enemies will also be removed. Weakness will help your units survive, reducing enemy's damage. 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. Clone is very good to units with magic abilities, as, for example, every clone of Archangels will resurrect allies separately. 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. to scuttle your own boat so as to force an enemy hero into a battle). 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. for a stack who can attack all adjacent troops). 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. This powerful buff spell also can stack with Bless, and if both are mass cast heroes will have a reliable, mana-efficient combat strategy to use for the entire game. 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. |