Spellcasting: Difference between revisions
From Heroes of Might and Magic: Olden Era Official Wiki
Created page with "{{loc}}<!-- This article is an in-depth look at how Spellcasting functions. For a breakdown of all spells and their effects, please visit Spells. For an explanation of how magic functions in the world of Jadame, visit Magic. ===Spellcasting Overview=== Spellcasting in HoMM: Olden Era is a major part of the game, and can be critical in turning the tides of battle (and the game) in your favor. Every hero is capable of casting spells, although many will not begin..." |
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Spellcasting is heavily influenced by a hero's [[Hero Basics#Attributes|Spellpower]] & [[Hero Basics#Attributes|Knowledge]] attributes. Spellpower determines how long a buff or debuff spell will last on a creature, and how much damage their spells will do to enemy creatures. Knowledge determines the maximum amount of mana a hero has, and thus how many spells they can cast during combat & globally before having to replenish their supply. | Spellcasting is heavily influenced by a hero's [[Hero Basics#Attributes|Spellpower]] & [[Hero Basics#Attributes|Knowledge]] attributes. Spellpower determines how long a buff or debuff spell will last on a creature, and how much damage their spells will do to enemy creatures. Knowledge determines the maximum amount of mana a hero has, and thus how many spells they can cast during combat & globally before having to replenish their supply. | ||
Spells are also divided up into 4 schools of magic: [[Arcane Magic]], [[Daylight Magic]], [[Nightshade Magic]], & [[Primal Magic]]. While there is some overlap between them, schools of magic generally focus on specific types of gameplay: | |||
<ul style="list-style-type:none;line-height:200%;"> | |||
<li>Arcane Magic focuses on battlefield control and indirectly interfering with enemy troops.</li> | |||
<li>Daylight Magic spells generally enhance your units to be stronger and perform better in combat.</li> | |||
<li>Nightshade Magic centers on curses and debuffs.</li> | |||
<li>Primal Magic specializes in dealing direct damage to enemy units and creating physical obstructions on the battlefield..</li> | |||
</ul> | |||
Beyond the four schools of magic, there is a fifth grouping of spells known as Neutral Magic. These spells are used on the Global Map and generally focus on movement and utility, enabling you to teleport to | |||
===Mage Guilds, Spell Tiers, & Spell Levels=== | |||
The usual way a hero learns new spells is by visiting a Mage Guild. Mage Guilds are special buildings inside of a city that allow you to unlock new spells for your heroes to use. Mage guilds & spells are divided up into 5 tiers of increasing complexity & power. While any hero can learn spells of the first two tiers, tier 3 spells and higher will require the hero to learn specific [[Skills]] in order to be able to use those spells. | |||
also have tiers from 1-5 (or 1-4 in the case of the Schism & Temple factions) that correspond to the tier of spell that is unlocked when it is built. When a new tier of Mage Guild is built, 4 random spells from that tier are unlocked and any hero that visits the city with the required | |||
By default, any hero can learn any spell that is tier | |||


