Water Magic | Skills Heroes VII Guide
Last update: 11 May 2016
Water Magic is one of many magic trees available in Might & Magic: Heroes VII. Before investing any points in the skills listed below, make sure that your character knows at least 2-3 spells of this school.
You should develop the Mage Guild in your capitol at least to level two, preferably to level three, and check how many Water Magic spells you received. You can also select Water Magic as the preferred one, thanks to that you will receive at least one Water Magic spell of each level.
Water Magic tree development should be done similarly to all other magic skill groups. First invest in Novice Water Magic, then in Water Scholar. If it will be your main magic school, you can additionally buy Master of Water I. On the second level unlock the mandatory Expert Water Magic. If you have the spells mentioned in the description of the Master of Water II, buy this skill. If not, then invest in Water Wisdom. Develop the Master and Grandmaster levels only if the Water Magic is your preferred magic school and the Mage Guild is developed to level four.
Novice
Name | Description | |
Novice Water Magic | Makes the Water Magic spells more effective and increases the Arcane Knowledge of the hero by 1. | |
Water Scholar | Reduces the Mana cost of Water Magic spells by 20%. | |
Master of Water I | Fog Shroud spell isn't removed when the creature receives damage. Blizzard spell now reduces Movement of creatures for 3 turns. | |
Water Shield | All allied creatures start the battle with a Water Shield that reduces the first received damage by 25%. The shield lasts for 3 turns. |
Expert
Name | Description | |
Expert Water Magic | Makes the Water Magic spells more effective and increases the Arcane Knowledge of the hero by 2. | |
Master of Water II | Creatures hurt by Frost Bolt or Ice Strike now receive additional -3 to Movement for 3 turns. | |
Water Wisdom | +4 to Water Magic spell's Magic. Every second wisdom skill adds +4 to this bonus. |
Master
Name | Description | |
Master Water Magic | Makes the Water Magic spells more effective and increases the Arcane Knowledge of the hero by 3. | |
Master of Water III | Liquid Membrane additionally increases Movement by 5. Creatures hurt by Circle of Winter spell additionally receive -3 to Movement for 3 turns. |
Grandmaster
Name | Description | |
Frostbite | At the start of enemy creature's turn it receives up to 120 damage per each negative water status. |