輔助技能 |
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氣系魔法 |
箭術 |
防禦術 |
炮術 |
彈道術 |
外交術 |
鷹眼術 |
土系魔法 |
理財術 |
火系魔法 |
急救術 |
智力 |
領導術 |
學習能力 |
後勤學 |
幸運術 |
神秘術 |
航海術 |
招魂術 |
進攻術 |
尋路術 |
抵抗力 |
學術 |
偵察術 |
魔力 |
戰術 |
水系魔法 |
智慧術 |
干擾術 |
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 死亡陰影, and of (112 + Interference chance) for 深淵號角 .
Banned skills change the probability.
城鎮 | 類型 | 學會機率 |
---|---|---|
城堡 | 騎士 | 4 |
城堡 | 牧師 | 4 |
堡壘 | 巡邏兵 | 3 |
堡壘 | 德魯伊 | 4 |
塔樓 | 鍊金術士 | 2 |
塔樓 | 術士 | 3 |
地獄 | 魔鬼 | 1 |
地獄 | 異教徒 | 2 |
墓園 | 死亡騎士 | 3 |
墓園 | 巫師 | 3 |
地下城 | 地下領主 | 0 (impossible) |
地下城 | 妖術師 | 2 |
據點 | 野蠻人 | 0 (impossible) |
據點 | 戰鬥法師 | 3 |
要塞 | 馴獸師 | 2 |
要塞 | 女巫 | 3 |
元素城 | 位面行者 | 2 |
元素城 | 元素使 | 6 (highest) |
港口 | 船長 | 2 |
港口 | 領航員 | 9 (highest) |
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. |