First Aid: Difference between revisions

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{{Secondary skills}}
{{Secondary skills}}
{{Secondary skill
{{Secondary skill
| B_effect = gives control of the first aid tent to the hero, healing {{swh|40-50|1-50}} points of damage to the first unit of the selected stack.
| B_effect = {{swh|gives the hero control of the [[First Aid Tent]]. The First Aid Tent heals the first unit in a stack for 40 – 50 points of Damage and grants all allied creatures +5% Health. The First Aid Tent cannot be dealt more than 40% of its Health as Damage from any single damage source.|gives control of the first aid tent to the hero, healing 1-50 points of damage to the first unit of the selected stack.}}
| A_effect = gives control of the first aid tent to the hero, healing {{swh|60-75|1-75}} points of damage to the first unit of the selected stack.
| A_effect = {{swh|gives the hero control of the First Aid Tent. The First Aid Tent heals the first unit in a stack for 60 – 75 points of Damage and grants all allied creatures +10% Health. The First Aid Tent cannot be dealt more than 40% of its Health as Damage from any single damage source.|gives control of the first aid tent to the hero, healing 1-75 points of damage to the first unit of the selected stack.}}
| E_effect = gives control of the first aid tent to the hero, healing {{swh|80-100|1-100}} points of damage to the first unit of the selected stack.
| E_effect = {{swh|gives the hero control of the First Aid Tent. The First Aid Tent heals the first unit in a stack for 80 – 100 points of Damage and grants all allied creatures +15% Health. The First Aid Tent cannot be dealt more than 40% of its Health as Damage from any single damage source.|gives control of the first aid tent to the hero, healing 1-100 points of damage to the first unit of the selected stack.}}
}}
}}


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* {{Cl|Necromancer}}s
* {{Cl|Necromancer}}s


'''Heroes with {{PAGENAME}} as a specialty and a starting skill:'''
'''Heroes with {{PAGENAME}} as a specialty and a starting skill''' ''(Increase {{swh|Health bonus|Healing}} by 5% per level}}''''':'''
* {{H2|Rion|Cleric}}
* {{H2|Rion|Cleric}}
* {{H2|Gem|Druid|himage=(HotA)}}
* {{H2|Gem|Druid|himage=(HotA)}}
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* {{H2|Floribert|Mercenary}}{{-wh}}
* {{H2|Floribert|Mercenary}}{{-wh}}


The specialty increases the secondary skill effect by 5% per hero level.
== {{hota}} ==
For [[creature banks]] and [[shipwreck]]s, as passive bonuses for [[War machines]] still work even though they are not present on the battlefield, the health-boosting effect of this skill still functions.


== Chance to get ==
== Chance to get ==

Revision as of 16:13, 27 February 2025

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 the hero control of the First Aid Tent. The First Aid Tent heals the first unit in a stack for 40 – 50 points of Damage and grants all allied creatures +5% Health. The First Aid Tent cannot be dealt more than 40% of its Health as Damage from any single damage source. Horn of the Abyss
Advanced First Aid: gives the hero control of the First Aid Tent. The First Aid Tent heals the first unit in a stack for 60 – 75 points of Damage and grants all allied creatures +10% Health. The First Aid Tent cannot be dealt more than 40% of its Health as Damage from any single damage source. Horn of the Abyss
Expert First Aid: gives the hero control of the First Aid Tent. The First Aid Tent heals the first unit in a stack for 80 – 100 points of Damage and grants all allied creatures +15% Health. The First Aid Tent cannot be dealt more than 40% of its Health as Damage from any single damage source. Horn of the Abyss

Classes unable to learn First Aid:

(They can only acquire the skill from Scholars, Witch Huts, Seer's Huts, Events or Pandora's Boxes).

Heroes with First Aid as a specialty and a starting skill (Increase Health bonus Horn of the Abyss by 5% per level}}:

Horn of the Abyss

For creature banks and shipwrecks, as passive bonuses for War machines still work even though they are not present on the battlefield, the health-boosting effect of this skill still functions.

Chance to get

Out of total 112 for The Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

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   3
Factory Horn of the Abyss     Artificer   6


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