Editing Cure
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{{Water spells}}{{Spell|54|54|39|31|31|0|30|31|53 | {{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 = 6/5 | | cost = 6/5 | ||
| duration = instant | | duration = instant | ||
| b_effect = Removes all negative spell effects from | | b_effect = Removes all negative spell effects from target, allied troop and heals it for (10 + (power x 5)) health points. | ||
| a_effect = Removes all negative spell effects from | | a_effect = Removes all negative spell effects from target, allied troop and heals it for (20 + (Power x 5)) health points. | ||
| e_effect = Removes all negative spell effects from | | 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}} | | no_appear = {{Town|Necropolis}} | ||
}} | }} | ||
'''Heroes | '''Heroes with Cure as a starting spell:''' | ||
* {{Hn|Caitlin|Cleric}} | * {{Hn|Caitlin|Cleric}} | ||
* {{Hn|Uland|Druid}} | * {{Hn|Uland|Druid}} | ||
* {{Hn|Astra|Navigator}}{{-}}{{withhota}} | * {{Hn|Astra|Navigator}}{{-}}{{withhota}} | ||
'''Heroes | |||
'''Heroes with Cure as a specialty:''' | |||
* {{Hn|Uland|Druid}} | * {{Hn|Uland|Druid}} | ||
* {{Hn|Astra|Navigator}}{{-}}{{withhota}} | * {{Hn|Astra|Navigator}}{{-}}{{withhota}} | ||
''' | |||
'''Units immune to Cure:''' | |||
{{immune|spell123=1|spell1234=1|spell12345=1}} | {{immune|spell123=1|spell1234=1|spell12345=1}} | ||
{{user commentary| | {{user commentary| | ||
Cure is rather weak in terms of recovering units' hit points. Even with expert Water Magic and [[spell power]] of 20, the effect is only 130 hit points. However, the power of Cure spell lies within its dispelling properties. Cure spell can remove any negative spell effects or effects caused by creatures' special abilities (e.g. [[paralyze]]), except for effects of the [[Disrupting Ray]] spell. Using expert Cure instead of expert [[Dispel]] removes all negative effects from allied troops, leaving all negative effects on enemy troops and all positive effects on allied troops intact. | Cure is rather weak in terms of recovering units' hit points. Even with expert Water Magic and [[spell power]] of 20, the effect is only 130 hit points. However, the power of Cure spell lies within its dispelling properties. Cure spell can remove any negative spell effects or effects caused by creatures' special abilities (e.g. [[paralyze]]), except for effects of the [[Disrupting Ray]] spell. Using expert Cure instead of expert [[Dispel]] removes all negative effects from allied troops, leaving all negative effects on enemy troops and all positive effects on allied troops intact. | ||
Cure can remove | Cure can remove Hypnotize, if you don't have Water Magic or have basic or advanced Water Magic, however expert Cure is NOT able to Cure Hypnotize. (This may/may not be a bug.) | ||
}}{{end of user commentary}} | }}{{end of user commentary}} | ||
[[Category: Spells]] | [[Category: Spells]]{{keywords}} |