Cure: Difference between revisions

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(heal with part debuff (well - it could dispel anything also, more a condition reset))
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{{Water spells}}{{Spell
{{Water spells}}{{Spell|54|54|39|31|31|0|30|31|53|31|31
  | school      = water magic
  | school      = Water Magic
  | level      = 1st
  | level      = 1st
  | cost        = 6
  | cost        = 6/5
  | duration    = instant
  | duration    = instant
  | b_effect    = Heal with part Debuff, Single Target, removes all negative spell effects from target, allied troop and heals it for 15+ (2x (10) + 5 hp each power point) health points.
  | b_effect    = Removes all negative spell effects from target, allied troop and heals it for (10 + (power x 5)) health points.
  | a_effect    = Heal with part Debuff, Single Target, removes all negative spell effects from target, allied troop and heals it for 25+ (4x (20) + 5 hp each power point) health points.  
  | a_effect    = Removes all negative spell effects from target, allied troop and heals it for (20 + (Power x 5)) health points.  
  | e_effect    = Heal with part Debuff, All own Targets, removes all negative spell effects from all allied troops and heals each for 35+ (6x (30) +5 hp each power point) health points.
  | e_effect    = Removes all negative spell effects from all allied troops and heals each for (30 + (Power x 5)) health points.
| no_appear  = {{Town|Necropolis}}
}}
}}


===Heroes that specialize in Cure===
'''Heroes with Cure as a starting spell:'''
*[[Uland]] the [[Druid]]
* {{Hn|Caitlin|Cleric}}
* {{Hn|Uland|Druid}}
* {{Hn|Astra|Navigator}}{{-}}{{withhota}}


===Comments===
'''Heroes with Cure as a specialty:'''
One of the reasons why [[Water Magic]] is underrated is this spell, which seems rather weak at first glance if you just focus on hit points (even on Expert w/ Spell Power of 20 you'll only heal 130 HP, see list further below).
* {{Hn|Uland|Druid}}
* {{Hn|Astra|Navigator}}{{-}}{{withhota}}


Compared to damage spells it doesn't do much.
'''Units immune to Cure:'''
 
* {{Cn|Green Dragon|noname=}}{{Cn|Gold Dragon|name=Green and Gold Dragons}}
{| class=wikitable
* {{Cn|Red Dragon|noname=}}{{Cn|Black Dragon|name=Red and Black Dragons}}
!Spell Name!!Single Target!!Bonus damage at Basic!!Bonus at Adv!!Bonus at Expert!!Variable Damage
* {{Cn|Magic Elemental}}
|-
* {{Cn|Azure Dragon}}
|[[Magic Arrow]]||Yes||1x (10 dmg)||2x (20 dmg)|| 3x (30 dmg) ||10 dmg / spell power
|-
|[[Frost Ring]]||No, splash damage to bystanders, not target|| 1.5x (15 dmg) || 3x (30 dmg)|| 6x (60 dmg) || 10 dmg / spell power point
|-
|[[Ice Bolt]]||Yes|| 0.5x (10 dmg) || 1x (20 dmg)|| 1.5x (30 dmg) || 20 dmg / spell power point
|-
|[[Cure]]||All units at Expert|| 2x (10 heal) || 4x (20 heal)|| 6x (30 heal) || 5 '''heal''' / spell power point, clear negative conditions too
|}
 
 
But it's hidden strength is the ability to cancel any and all curses which have been cast on your troops.
 
On Expert it is a cleansweep of your entire army, which can at a stroke cancel several turn's worth of enemy spells (most notably [[Blind]]).
 
'''Expert Cure''' can be used as an alternative of Expert [[Dispel]] to '''only''' remove '''negative conditions''' and curses instead of removing both negative and positive effects.


[[Category: Spells]]
[[Category: Spells]]
== Spell Table ==
{| class=wikitable
!Spellpower!!hp healed by a power point!!hp healed with just power points!!Heal at Basic (+2x5 health head start)!!Heal at Advanced (+4x5 health head start)!!Heal at Expert (+6x5 health head start)
|-
|1||5||5||15||25||35
|-
|2||5||10||20||30||40
|-
|3||5||15||25||35||45
|-
|4||5||20||30||40||50
|-
|5||5||25||35||45||55
|-
|6||5||30||40||50||60
|-
|7||5||35||45||55||65
|-
|8||5||40||50||60||70
|-
|9||5||45||55||65||75
|-
|10||5||50||60||70||80
|-
|11||5||55||65||75||85
|-
|12||5||60||70||80||90
|-
|13||5||65||75||85||95
|-
|14||5||70||85||90||100
|-
|15||5||75||90||95||105
|-
|16||5||80||95||100||110
|-
|17||5||85||100||105||115
|-
|18||5||90||105||110||120
|-
|19||5||95||110||115||125
|-
|20||5||100||115||120||130
|}

Revision as of 19:14, 25 March 2020

School of Water Magic
Symbol for School of Water Magic
Level 1
 Bless
 Cure
 Dispel
 Magic Arrow *
 Protection from Water
 Summon Boat
Level 2
 Ice Bolt
 Remove Obstacle
 Scuttle Boat
 Visions *
 Weakness
Level 3
 Forgetfulness
 Frost Ring
 Mirth
 Teleport
Level 4
 Clone
 Prayer
 Water Walk
Level 5
 Summon Water Elemental
School of Air Magic
School of Earth Magic
School of Fire Magic
Cure
School:  Water Magic
Level:  1st
Cost:  6/5
Duration:  instant
 Basic effect
Removes all negative spell effects from target, allied troop and heals it for (10 + (power x 5)) health points.
 Advanced effect
Removes all negative spell effects from target, allied troop and heals it for (20 + (Power x 5)) health points.
 Expert effect
Removes all negative spell effects from all allied troops and heals each for (30 + (Power x 5)) health points.
 Probability of occurrence (%):
Castle   54
Rampart   54
Tower   39 (31*)
Inferno   31
Necropolis   0
Dungeon   30
Stronghold   31
Fortress   53
Conflux   31
Cove Horn of the Abyss   31
Factory Horn of the Abyss   
* Without Library

Cure is a 1st level spell in the School of Water Magic.

Heroes with Cure as a starting spell:

Heroes with Cure as a specialty:

Units immune to Cure: