Earth Magic

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This article refers to the secondary skill. For the school of magic, see school of earth magic.

Secondary skills
Expert Air Magic.png Air Magic
Expert Archery.png Archery
Expert Armorer.png Armorer
Expert Artillery.png Artillery
Expert Ballistics.png Ballistics
Expert Diplomacy.png Diplomacy
Expert Eagle Eye.png Eagle Eye
Expert Earth Magic.png Earth Magic
Expert Estates.png Estates
Expert Fire Magic.png Fire Magic
Expert First Aid.png First Aid
Expert Intelligence.png Intelligence
Expert Interference.png Interference Horn of the Abyss
Expert Leadership.png Leadership
Expert Learning.png Learning
Expert Logistics.png Logistics
Expert Luck.png Luck
Expert Mysticism.png Mysticism
Expert Navigation.png Navigation
Expert Necromancy.png Necromancy
Expert Offense.png Offense
Expert Pathfinding.png Pathfinding
Expert Resistance.png Resistance
Expert Scholar.png Scholar
Expert Scouting.png Scouting
Expert Sorcery.png Sorcery
Expert Tactics.png Tactics
Expert Water Magic.png Water Magic
Expert Wisdom.png Wisdom
Earth Magic
Basic Earth Magic.png Basic Earth Magic: allows your hero to cast earth spells at reduced cost.
Advanced Earth Magic.png Advanced Earth Magic: allows your hero to cast earth spells at reduced cost and increased effectiveness.
Expert Earth Magic.png Expert Earth Magic: allows your hero to cast earth spells at reduced cost and maximum effectiveness.

Earth Magic is a secondary skill, that increases the effectiveness and reduces costs of spells from the School of Earth Magic.

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

Heroes with Basic Earth Magic as a starting skill:

Chance to get[edit | edit source]

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Town portrait Castle small.gif Castle  Knight   2 (lowest)
Town portrait Castle small.gif Castle  Cleric   3
Town portrait Rampart small.gif Rampart  Ranger   3
Town portrait Rampart small.gif Rampart  Druid   4
Town portrait Tower small.gif Tower  Alchemist   3
Town portrait Tower small.gif Tower  Wizard   3
Town portrait Inferno small.gif Inferno  Demoniac   3
Town portrait Inferno small.gif Inferno  Heretic   4
Town portrait Necropolis small.gif Necropolis  Death Knight   4
Town portrait Necropolis small.gif Necropolis  Necromancer   8 (highest)
Town portrait Dungeon small.gif Dungeon  Overlord   3
Town portrait Dungeon small.gif Dungeon  Warlock   5
Town portrait Stronghold small.gif Stronghold  Barbarian   3
Town portrait Stronghold small.gif Stronghold  Battle Mage   3
Town portrait Fortress small.gif Fortress  Beastmaster   3
Town portrait Fortress small.gif Fortress  Witch   3
Town portrait Conflux small.gif Conflux  Planeswalker   3
Town portrait Conflux small.gif Conflux  Elementalist   6
Town portrait Cove small.gif Cove  Captain   4
Town portrait Cove small.gif Cove  Navigator   5
Town portrait Factory small.gif Factory  Mercenary   3
Town portrait Factory small.gif Factory  Artificer   4


User commentary

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Some may find the information in this section subjective or irrelevant.

Earth Magic is one of the most important secondary skills, as some of spells from the School of Earth Magic are really crucial. Expert Slow can make enemy's troops fully incompetitive (or disallow someone extremely fast, like Archangels or Phoenixes, to rush through the battlefield), Implosion may destroy a strong stack completely (even with Spell Power 10, Expert Implosion will do 1050 damage, which would kill e.g 10 Champions), troops risen by Resurrection cannot remain after the battle without Earth Magic skill, and Town Portal will get the hero without the skill only to the nearest town (while sometimes it's very important to visit a particular one, e.g. to defend it when a strong enemy comes close, to get troops, to learn spells, or to improve skills in buildings like Hall of Valhalla or Wall of Knowledge. Town Portal can allow a hero to travel between all his towns). Moreover, Animate Dead is also an Earth spell. These spells can make a game really easier. Other magic schools are useful, but Earth Magic rocks.

There are several reasons to select Earth Magic, but one of the strongest motive is Town Portal spell, which is among the most powerful adventure map spells along with Fly and Dimension Door. Another excellent reason is the Resurrection spell (and Animate Dead for Undead), which permanently resurrects creatures at Advanced and Expert level (while on Basic level only for the duration of the battle). A hero with a lot of spell points, high power skill and Expert or Advanced Resurrection can win almost any battle without suffering losses (for example, by Blinding the last enemy stack and then resurrecting all of their own troops).

Furthermore, with Expert Earth Magic, Shield, Stone Skin and Slow become powerful mass spells at Expert level. Slow as a mass hindering spell has especially devastating effects among enemy troops, as it reduces all enemy creatures' speed by 50%, which may change the outcome of battles against overpowering opponents. Earth magic also contains Meteor Shower which is a great multi hex damaging spell and Implosion which is the strongest single target spell in the game, capable of destroying or crippling a power stack at the beginning of the fight.


See also: