Of course,
we can't imagine Heroes III without the presence of strong and powerful
magic, as we have learned to expect from Heroes 2 !
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There are
4 schools of magic with 19 spells each (except for Fire Magic that has
only 18) :
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Air
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Earth
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Fire
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Water
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That enables
you the use of 75 spells.
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There are 4 mastering levels for each spell. |
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Each class
of heroes can learn magic, even heroes of might.
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The higher the Knowledge and Spell Power levels are, the easier and more powerful the spells will be. |
Some heroes are prone to the use of one spell because they have a special skill linked with this specific spell. |
Inside
a Mage Guild
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The
Spells Book
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A hero
can learn a spell only if he has a Spell Book.
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He won't
be able to use a spell not written in his Spell Book, and that consequently
he has not learned either in a Mage Guild or from another hero.
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When you
recruit a hero, check if he has a Spell Book, and if not, buy one for
500 gold by clicking on the Mage Guild.
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The Spell
Book can neither be exchanged nor taken on an enemy.
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Learning
a spell
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There are
5 levels of spells
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At higher
level, the spell will be more powerful but also more expensive in spell
points.
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To be able
to learn a spell of level 3 or higher, your hero must have the secondary
skill Wisdom
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A hero with the secondary skill Wisdom :
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The best
way for a hero to learn new spells is to go to a town with a Mage Guild
to visit it.
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When a hero
with a Spell Book enters a Mage Guild, he automatically learns the spells
(according to his Wisdom Skill of course).
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Mage Guilds can be built up to :
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A hero with Eagle Eye skill will have some chances to learn a new spell used against him in a fight. |
A hero can also learn spells in special buildings on the adventure map. |
See Locations |
A hero with secondary skill Scholar will be able to teach the spells he knows to other heroes (according to their abilities) and learn unknown spells from them. |
There are other possibilities to learn a spell, thanks to a Scholar (he looks like a monk on the map), or after a fight in special buildings on the map (a pyramid for instance) or with some artifacts. |
Spell
Points
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Since the
beginning each hero has a minimum amount of spell points, equal to 10
* his Knowledge.
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Each time
you cast a spell, spell points are spent.
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The smaller
the level of the spell is, the less it costs.
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The secondary skill Intelligence enables your hero to increase his maximal amount of spell points. |
The buildings Mana Vortex in Dungeon town and the Magic Fountain of the map enable the visiting hero to temporarily double his spell points. |
Spell points
are recovered at the rate of 1 per day.
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The secondary
skill Mysticism gives an increased recovering rate.
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Spending
a whole night in a town with a Mage Guild makes your hero recover all
his spell points.
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So does he
when he visits a Magic Well on the adventure map.
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Magic
Schools
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Each
spell belongs to one of the 4 Schools of Magic
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Each school
of magic is linked with a secondary skill.
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A hero can
cast a spell of a specific school of magic without being skilled at this
magic.
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But if he
does, his spells will be more powerful.
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The spell
effect when you're specialized in the magic school differs from spell
to spell.
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When a hero
is at Expert level for a school of magic, the spells of this school cost
less.
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Spells are of different types, some can be cast in fights and others on the adventure map. |
Effect
of the Expert level on spells cost
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Spell
level
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1
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2
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3
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4
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5
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Spell points
reduction
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- 1
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- 2
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- 3
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- 4
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- 5
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Air
Magic (click)
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Air
Magic offers battle and adventure spells.
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Attack spells as :
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Spells to boost your troops as :
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Spells to affect the enemy troops as :
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Spells to get information as :
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Moving spells on the adventure map as :
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4 Wizard
heroes have a special skill for Air Magic spell, and 2 Battle Mages too.
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Prefer this
School of Magic if you have Wizards or Battle Mages.
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Water
Magic (click)
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The Water
Magic School is specific for its healthy spells, especially Cure and Dissipation
that respectively allow to regain life points and to dissipate the effect
of negative spells.
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Attack spells
are not very powerful, but this School of Magic has the best boosting
troops spells.
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Spells useful on maps full of water as :
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4 Cleric
heroes have a special skill for a Water Magic spell
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Prefer this
School of Magic if you have Clerics.
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Fire
Magic (click)
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Except Visions,
all Fire Magic spells are for battle.
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Some spells do direct damages as :
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Some boost your troops as :
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Or some disturb the enemy's troops as :
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Earth
Magic (click)
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Earth Magic
spells are more oriented battle than Air or Water Magic, and more adventure
than Fire Magic.
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These spells
are very useful to take towns, they inflict lots of damages, especially
Earthquake.
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Other spells
will be useful to protect your troops.
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Some spells are very useful when you have living dead troops as :
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4 Warlock
heroes have a special skill for an Earth Magic spell, and 2 Necromancers.
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Prefer this
School of Magic if you have Warlocks or Necromancers
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Heroes of might and magic 3, 4, 5