Forgetfulness and First Aid: Difference between pages

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{{Water spells}}{{Spell|24|24|17|13|17|13|13|13|17|24|
{{Secondary skills}}
| school      = Water Magic
{{Secondary skill
| level      = 3rd
| B_effect = gives control of the first aid tent to the hero, healing 1-50 points of damage to the first unit of the selected stack.
| cost        = 12
| A_effect = gives control of the first aid tent to the hero, healing 1-75 points of damage to the first unit of the selected stack.
| duration    = 1 rnd/[[spell power|sp]]
| E_effect = gives control of the first aid tent to the hero, healing 1-100 points of damage to the first unit of the selected stack. }}
| b_effect    = Half of the creatures in target, enemy troop, with ranged attack forget to shoot.
| a_effect    = Target, enemy troop with ranged attack cannot use its ranged attack.
| e_effect    = All enemy troops with ranged attacks cannot use their ranged attacks.
}} It is one of the [[mind spell]]s, and therefore some creatures are immune to it.


'''Units immune to its effects:'''
'''First Aid''' is one of the 28 [[secondary skill]] in {{homm3}}. It gives the player manual control over [[First Aid Tent]] and increases its effectiveness. The First Aid Tent regenerates health of the top creature of the stack.  [[Death Knight]]s and [[Necromancer]]s cannot learn First Aid.
*[[Giant and Titan|Titan]]s
*[[Lich]]es/[[Power Lich]]es
*[[Storm Elemental]]s
*[[Ice Elemental]]s


'''Artifacts rendering units immune to Forgetfulness:'''
'''Heroes with First Aid as a starting skill:'''
*[[Pendant of Total Recall]]
* {{H2|Gem|Druid}} (Basic)
*[[Badge of Courage]]
* {{H2|Rion|Cleric}} (Basic)
* {{H2|Verdish|Witch}} (Basic)


[[Category: Spells]]
'''Heroes with a First Aid specialty:'''
* {{H2|Gem|Druid}}
* {{H2|Rion|Cleric}}
* {{H2|Verdish|Witch}}
 
== See also ==
* [[War machine]]
 
{{ZET SEC SKILL CHANCE TABLE| 2|10 (highest)| 3| 7| 2| 7| 2| 5| 0 (impossible)| 0 (impossible)| 1| 6| 1| 4| 6| 8| 1| 4| 2| 4}}
|}
 
{{secondary skill 'see also'}}
 
[[Category: Secondary skills]]
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Revision as of 08:55, 25 March 2020

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
First Aid
Basic First Aid: gives control of the first aid tent to the hero, healing 1-50 points of damage to the first unit of the selected stack.
Advanced First Aid: gives control of the first aid tent to the hero, healing 1-75 points of damage to the first unit of the selected stack.
Expert First Aid: gives control of the first aid tent to the hero, healing 1-100 points of damage to the first unit of the selected stack.

First Aid is one of the 28 secondary skill in Heroes of Might and Magic III. It gives the player manual control over First Aid Tent and increases its effectiveness. The First Aid Tent regenerates health of the top creature of the stack. Death Knights and Necromancers cannot learn First Aid.

Heroes with First Aid as a starting skill:

Heroes with a First Aid specialty:

See also

Town Class Chance to learn
Castle  Knight   2
Castle  Cleric  10 (highest)
Rampart  Ranger   3
Rampart  Druid   7
Tower  Alchemist   2
Tower  Wizard   7
Inferno  Demoniac   2
Inferno  Heretic   5
Necropolis  Death Knight   0 (impossible)
Necropolis  Necromancer   0 (impossible)
Dungeon  Overlord   1
Dungeon  Warlock   6
Stronghold  Barbarian   1
Stronghold  Battle Mage   4
Fortress  Beastmaster   6
Fortress  Witch   8
Conflux  Planeswalker   1
Conflux  Elementalist   4
Cove Horn of the Abyss     Captain   2
Cove Horn of the Abyss     Navigator   4
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}


|}

See also: