Forgetfulness

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Revision as of 16:23, 14 November 2016 by 88.156.55.130 (talk) (mind control spell)
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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
Forgetfulness
School:  Water Magic
Level:  3rd
Cost:  12
Duration:  1 rnd/sp
 Basic effect
Half of the creatures in target, enemy troop, with ranged attack forget to shoot.
 Advanced effect
Target, enemy troop with ranged attack cannot use its ranged attack.
 Expert effect
All enemy troops with ranged attacks cannot use their ranged attacks.
 Probability of occurrence (%):
Castle   24
Rampart   24
Tower   17 (13*)
Inferno   17
Necropolis   13
Dungeon   13
Stronghold   13
Fortress   17
Conflux   24
Cove Horn of the Abyss   
Factory Horn of the Abyss   
* Without Library

Forgetfulness is a 3rd level spell in the School of Water Magic.

Units immune to its effects:

Artifacts rendering units immune to Forgetfulness:

User comments & debate

Bugged. What's listed here is the actual effect.

This spell can be seen as a half-assed Blind that only works on Ranged troops. Only really cripples the opposition if their ranged numbers are very vast and they don't have No Range Penalty. Otherwise you're better off using Blind.

It's a mind control spell.

On the contrary: Blind is more useful (assuming you have it) until you have expert water magic; then the mass effect of Forgetfulness is superior when the enemy has multiple stacks of range troops, especially with units that attack hand-to-hand at half strength.