Bless: Difference between revisions

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{{Water spells}}{{Spell|54|32|39|31|0|0|19|20|31|31|53
{{Water spells}}{{Spell|54|32|39|31|0|0|19|20|31|31|53|20
  | school      = Water Magic
  | school      = Water Magic
  | level      = 1st
  | level      = 1st
  | cost        = 5/4
  | cost        = 5/4
  | duration    = 1 Round/[[Spell power|Power]]
  | duration    = 1 Round/[[Spell power|Power]]
  | b_effect    = Creatures in target allied troop inflict maximum damage when they attack.
  | b_effect    = Causes the selected friendly unit to inflict maximum damage when it attacks.
  | a_effect    = Creatures in target allied troop inflict maximum damage +1 when they attack.
  | a_effect    = Causes the selected friendly unit to inflict (maximum damage '''+1''') when it attacks.
  | e_effect    = All allied creatures inflict maximum damage +1 when they attack.
  | e_effect    = Causes '''all''' friendly units to inflict (maximum damage +1) when they attack.
  | no_appear  = {{Town name|Inferno}}<br>{{Town name|Necropolis}}
  | no_appear  = {{Town name|Inferno}}<br>{{Town name|Necropolis}}
}} The Bless spell [[counter]]s the [[Curse]] spell.  
}} The Bless spell [[counter]]s the [[Curse]] spell.  
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This spell is most effective on creatures which have a large damage range and, at Advanced and Expert level, stacks of troops with low damage but large numbers of creatures in them.
This spell is most effective on creatures which have a large damage range and, at Advanced and Expert level, stacks of troops with low damage but large numbers of creatures in them.


The +1 extra damage bonus from Advanced [[Water Magic]] is more beneficial to units that normally deal low damage as it's greater percentage of their base damage, so it's even more useful to low level units with high numbers and large damage bracket. Many 1st level units deal 1-3 damage values - [[Pikeman|Pikemen]], [[Troglodyte]]s, [[Sprite]]s ([[Skeleton]]s too, but as [[Undead]], they cannot be Blessed). [[Harpy and Harpy Hag|Harpies & Harpy Hags]] with 1-4 damage are perhaps most affected, as Advanced Bless causes them to deal 5 damage instead of 1-4, average 2,5, doubling their output. [[Air Elemental and Storm Elemental|Air Elementals & Storm Elementals]] deal similarly proportioned 2-8 damage, but they don't get as dramatic powerup from Advanced Bless - it's only 1/8th and not 1/4th of "normal" max damage.
The +1 extra damage bonus from Advanced [[Water Magic]] is more beneficial to units that normally deal low damage as it's greater percentage of their base damage, so it's even more useful to low level units with high numbers and large damage bracket. Many 1st level units deal 1-3 damage values - [[Pikeman|Pikemen]], [[Troglodyte]]s, [[Sprite]]s ([[Skeleton]]s too, but as [[Undead]], they cannot be Blessed). [[Harpy and Harpy Hag|Harpies & Harpy Hags]] with 1-4 damage are perhaps most affected, as Advanced Bless causes them to deal 5 damage instead of 1-4, average 2,5, doubling their output. [[Air Elemental and Storm Elemental|Air Elementals & Storm Elementals]] deal similarly proportioned 2-8 damage.


Because of its mechanic, normal and basic Bless is useless to cast on troops with fixed damage value like [[Naga and Naga Queen|Nagas]] or [[Angel and Archangel|Angels]]. Advanced Bless has a very minor effect, as 1 point of damage more or less is negligible amount on such troops.
Because of its mechanic, normal and basic Bless is useless to cast on troops with fixed damage value: [[Angel and Archangel|Angels]], [[Naga and Naga Queen|Nagas]], [[Peasant]]s, [[Enchanter]]s, [[Rust Dragon]]s, and [[Automaton]]s{{-wh}}. Advanced Bless has a very minor effect, as 1 point of damage is more or less a negligible amount on such troops. With the exception of peasants; where +1 basically doubles their damage output. This boost could be a game changer in numbers massive enough. However, getting to that point is only reasonable on paper and even then, it is really hard to keep them alive.


'''Heroes with Bless as a starting spell:'''
'''Heroes starting with Bless:'''
* {{Hn|Adela|Cleric}}
* {{Hn|Adela|Cleric}}
* {{Hn|Spint|Navigator}}{{-}}{{withhota}}
* {{Hn|Spint|Navigator}}{{-}}{{withhota}}
* {{Hn|Gem|Druid}}{{-}}{{withhota}} * Only on maps without water.
'''Heroes specialising in Bless:'''
* {{Hn|Adela|Cleric}}
'''Creatures immune to Bless:'''
* [[Undead]]
{{immune|spell123=1|spell1234=1|spell12345=1}}
'''Creatures capable of casting Bless:'''
* {{Cn|Master Genie}}s (advanced level)
* {{Cn|Enchanter}}s (expert level)


'''Heroes with Bless as a specialty:'''
{{user commentary|
* {{Hn|Adela|Cleric}}
The spell is most effective on [[creature]]s which have a large range between their minimum and maximum damage and, at Advanced and Expert level, [[troop stack]]s with a large amount of creatures in them.
 
- More precisely, it's most effective on creatures which have large '''relative proportion of max damage to average damage''' and low damage but high stack numbers. Think of Gremlins with their min 1, avg 1,5, max 2 damage that becomes fixed 2 (+33% from average 1,5) or 3 on Advanced+ (+100% from avg 1,5). Giants and Titans have larger numerical variance (40-60) but their min-avg-max damage ratio is lower - min 1, avg 1,25, max 1,5, so they only get +20% from normal Bless and 22% from Advanced.


'''Units immune to Bless:'''
The +1 extra damage bonus from Advanced Water Magic is more beneficial to units that normally deal low damage as it's greater percentage of their base damage, so it's even more useful to low level units with high numbers and large variance. Like anything that has 1-3 or so damage values - Pikemen, Troglodytes, Sprites. Hags & Harpy Hags with 1-4 are perhaps most affected. Air Elementals & Storm Elementals have 2-8, same proportions, but they don't get as dramatic powerup from Adv Bless - it's only 1/8th and not 1/4th of "normal" max damage.
* {{Cn|Green Dragon|noname=}}{{Cn|Gold Dragon|name=Green and Gold Dragons}}
* All [[Undead]]
* {{Cn|Red Dragon|noname=}}{{Cn|Black Dragon|name=Red and Black Dragons}}
* {{Cn|Magic Elemental}}
* {{Cn|Azure Dragon}}


Bless also almost completely eliminates damage variance, which is helpful as it makes combat much more predictable, particularly the possibility and strength of counter-attacks.
}}{{end of user commentary}}
{{spell 'see also'}}
[[Category: Spells]]
[[Category: Spells]]
__NOTOC__
__NOTOC__

Latest revision as of 12:37, 2 November 2024

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
Bless
School:  Water Magic
Level:  1st
Cost:  5/4
Duration:  1 Round/Power
 Basic effect
Causes the selected friendly unit to inflict maximum damage when it attacks.
 Advanced effect
Causes the selected friendly unit to inflict (maximum damage +1) when it attacks.
 Expert effect
Causes all friendly units to inflict (maximum damage +1) when they attack.
 Probability of occurrence (%):
Castle   54
Rampart   32
Tower   39 (31*)
Inferno   0
Necropolis   0
Dungeon   19
Stronghold   20
Fortress   31
Conflux   31
Cove Horn of the Abyss   53
Factory Horn of the Abyss   20
* Without Library

Bless is a 1st level spell in the School of Water Magic. The Bless spell counters the Curse spell.

This spell is most effective on creatures which have a large damage range and, at Advanced and Expert level, stacks of troops with low damage but large numbers of creatures in them.

The +1 extra damage bonus from Advanced Water Magic is more beneficial to units that normally deal low damage as it's greater percentage of their base damage, so it's even more useful to low level units with high numbers and large damage bracket. Many 1st level units deal 1-3 damage values - Pikemen, Troglodytes, Sprites (Skeletons too, but as Undead, they cannot be Blessed). Harpies & Harpy Hags with 1-4 damage are perhaps most affected, as Advanced Bless causes them to deal 5 damage instead of 1-4, average 2,5, doubling their output. Air Elementals & Storm Elementals deal similarly proportioned 2-8 damage.

Because of its mechanic, normal and basic Bless is useless to cast on troops with fixed damage value: Angels, Nagas, Peasants, Enchanters, Rust Dragons, and Automatons Horn of the Abyss. Advanced Bless has a very minor effect, as 1 point of damage is more or less a negligible amount on such troops. With the exception of peasants; where +1 basically doubles their damage output. This boost could be a game changer in numbers massive enough. However, getting to that point is only reasonable on paper and even then, it is really hard to keep them alive.

Heroes starting with Bless:

Heroes specialising in Bless:

Creatures immune to Bless:

Creatures capable of casting Bless:

User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

The spell is most effective on creatures which have a large range between their minimum and maximum damage and, at Advanced and Expert level, troop stacks with a large amount of creatures in them.

- More precisely, it's most effective on creatures which have large relative proportion of max damage to average damage and low damage but high stack numbers. Think of Gremlins with their min 1, avg 1,5, max 2 damage that becomes fixed 2 (+33% from average 1,5) or 3 on Advanced+ (+100% from avg 1,5). Giants and Titans have larger numerical variance (40-60) but their min-avg-max damage ratio is lower - min 1, avg 1,25, max 1,5, so they only get +20% from normal Bless and 22% from Advanced.

The +1 extra damage bonus from Advanced Water Magic is more beneficial to units that normally deal low damage as it's greater percentage of their base damage, so it's even more useful to low level units with high numbers and large variance. Like anything that has 1-3 or so damage values - Pikemen, Troglodytes, Sprites. Hags & Harpy Hags with 1-4 are perhaps most affected. Air Elementals & Storm Elementals have 2-8, same proportions, but they don't get as dramatic powerup from Adv Bless - it's only 1/8th and not 1/4th of "normal" max damage.

Bless also almost completely eliminates damage variance, which is helpful as it makes combat much more predictable, particularly the possibility and strength of counter-attacks.


See also:[edit | hide]