Weakness

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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
Weakness
School:  Water Magic
Level:  2nd
Cost:  8/6
Duration:  1 rnd/sp
 Basic effect
Reduces the selected enemy unit's attack strength by 3.
 Advanced effect
Reduces the selected enemy unit's attack strength by 6.
 Expert effect
Reduces the attack strength of all enemy units by 6.
 Probability of occurrence (%):
Castle   13
Rampart   13
Tower   18 (13*)
Inferno   34
Necropolis   24
Dungeon   25
Stronghold   25
Fortress   25
Conflux   20
Cove Horn of the Abyss   45
Factory Horn of the Abyss   25
* Without Library

Weakness is a 2nd level spell in the School of Water Magic. It reduces the attack of the target enemy creature(s).

Heroes starting with Weakness:

Heroes specialising in Weakness:

Creatures immune to Weakness:

Creatures capable of casting Weakness:

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Some may find the information in this section subjective or irrelevant.

At Expert level, Weakness is effectively the same as Expert Stone Skin, except if any enemy troops have attack ratings below 6 (or, if the caster has a specialty in Weakness, below what the spell will reduce attack ratings by). Combining Weakness with Stone Skin or Shield (or both) can make your troops last significantly longer than they otherwise would be able to.