Water Magic

From Heroes of Might and Magic III
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This article refers to the secondary skill. For the school of magic, see School of Water Magic.

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

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 Water Magic 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[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.png Castle  Knight   4
Town portrait Castle small.png Castle  Cleric   4
Town portrait Rampart small.png Rampart  Ranger   3
Town portrait Rampart small.png Rampart  Druid   4
Town portrait Tower small.png Tower  Alchemist   2
Town portrait Tower small.png Tower  Wizard   3
Town portrait Inferno small.png Inferno  Demoniac   1
Town portrait Inferno small.png Inferno  Heretic   2
Town portrait Necropolis small.png Necropolis  Death Knight   3
Town portrait Necropolis small.png Necropolis  Necromancer   3
Town portrait Dungeon small.png Dungeon  Overlord   0 (impossible)
Town portrait Dungeon small.png Dungeon  Warlock   2
Town portrait Stronghold small.png Stronghold  Barbarian   0 (impossible)
Town portrait Stronghold small.png Stronghold  Battle Mage   3
Town portrait Fortress small.png Fortress  Beastmaster   2
Town portrait Fortress small.png Fortress  Witch   3
Town portrait Conflux small.png Conflux  Planeswalker   2
Town portrait Conflux small.png Conflux  Elementalist   6 (highest) Shadow of Death
Town portrait Cove small.png Cove Horn of the Abyss     Captain   2
Town portrait Cove small.png Cove Horn of the Abyss     Navigator   9 (highest) Horn of the Abyss
Town portrait Factory small.png Factory Horn of the Abyss     Mercenary   0 (impossible)
Town portrait Factory small.png Factory Horn of the Abyss     Artificer   3


User commentary

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

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.


See also: