First Aid: Difference between revisions

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Increases the effectiveness of the [[First Aid Tent]] and gives the player manual control over what troop the First Aid Tent targets. The First Aid Tent regenerates damage done to the first creature in a target stack.
{{Secondary skills}}
{{Secondary skill
| B_effect = gives control of the first aid tent to the hero, healing 1–50{{-wr}} (40–50{{-wh}}) points of damage to the first unit of the selected stack.
| A_effect = gives control of the first aid tent to the hero, healing 1–75{{-wr}} (60–75{{-wh}}) points of damage to the first unit of the selected stack.
| E_effect = gives control of the first aid tent to the hero, healing 1–100{{-wr}} (80–100{{-wh}}) points of damage to the first unit of the selected stack. }}
 
'''First Aid''' is a [[secondary skill]], that gives the player manual control over [[First Aid Tent]] and increases its effectiveness. The First Aid Tent regenerates 1–25{{-wr}} (20–25{{-wh}}) points of damage (without the skill) of the top creature of the stack.
First Aid Tent can not "heal" war machines.
 
'''Classes unable to learn {{PAGENAME}} skill:'''
 
''(They can only acquire the skill from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s, [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es).''
* [[File:Death Knight portrait.gif]] [[Death Knight]]s
* [[File:Necromancer portrait.gif]] [[Necromancer]]s
 
'''Heroes with {{PAGENAME}} as a specialty and a starting skill:'''
* {{H2|Gem|Druid}} (Basic First Aid)
* {{H2|Rion|Cleric}} (Basic First Aid)
* {{H2|Verdish|Witch}} (Basic First Aid)
* {{H2|Floribert|Mercenary}}{{-wh}} (Basic First Aid)
 
The specialty increases the secondary skill effect by 5% per hero level.


'''Recommended for:''' Only those Heroes playing on low-powered maps (small armies, few powerful magics) where this skill could prove useful.
== Chance to get ==
{{Secondary skill chance explanation}}


{{skills|Max regeneration|25|50|75|100}}
{{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| 3| 6}}
==Heroes with a specialty in this skill==
*[[Rion]] the [[Cleric]]
*[[Gem]] the [[Druid]]
*[[Verdish]] the [[Witch]]


== See also ==
{{user commentary|
* [[War machines]]
First Aid is useful on early stage of the mission in those cities, whose [[Blacksmith]] produces First Aid tents (apart from [[Necropolis]]). Healing [[Unicorn and War Unicorn|Unicorns]] or [[Wyvern and Wyvern Monarch|Wyverns]] will help rushing through the map without slow and weak units in the army. However, in major battles, a tent is not that useful. Therefore, First Aid secondary skill is better on small maps, and, of course, useless if you play for a town unable to produce tents (and there is no opportunity to get one somewhere else).


First Aid is one of the less used secondary skills in the game. At Expert level, it only heals up to 100 health points, which means that all creatures up to the fifth level and most of the sixth level creatures can be fully healed. However, considering that the healing is only given to a single monster, the impact of the First Aid Tent is almost always negligible. Though First Aid is not useless, most other skills in the game are generally more useful.


{{Secondary skills}}
The most common situation where First Aid can be worth getting is if the player manages to get one or more level 6 or 7 creatures early on in the game (e.g. [[Refugee Camp]]), as these units can receive the full 1–100 health provided by this skill. Furthermore, it should be noted that unlike most other skills in the game, the effect from First Aid can never run out of mana or ammunition. As a result, it can be very effective during long battles in the early game where the player has at least one level 6 or 7 unit, because as long as the First Aid tent survives and the high leveled units do not take more than 100 damage per turn, they are effectively made imperishable by First Aid. However, it can still be more advantageous to choose another secondary skill than First Aid even in these situations, as the First Aid unlike most other skills will become less useful the longer the game goes on, as the 1–100 health provided by it becomes less and less substantial.
 
In patch 1.7.0 of Horn of the Abyss, the First Aid Tent now also has its minimum healing increased, making it more reliable in the aforementioned scenarios.
}}{{end of user commentary}}
 
{{secondary skill 'see also'}}
* [[War machine]]


[[Category: Secondary skills]]
[[Category: Secondary skills]]
[[Category: Spells]]
__NOTOC__
__NOTOC__

Latest revision as of 15:28, 20 February 2024

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 Restoration of Erathia (40–50 Horn of the Abyss) 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 Restoration of Erathia (60–75 Horn of the Abyss) 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 Restoration of Erathia (80–100 Horn of the Abyss) points of damage to the first unit of the selected stack.

First Aid is a secondary skill, that gives the player manual control over First Aid Tent and increases its effectiveness. The First Aid Tent regenerates 1–25 Restoration of Erathia (20–25 Horn of the Abyss) points of damage (without the skill) of the top creature of the stack. First Aid Tent can not "heal" war machines.

Classes unable to learn First Aid skill:

(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:

The specialty increases the secondary skill effect by 5% per hero level.

Chance to get[edit | hide | hide all]

Out of total 112 for 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


User commentary

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

First Aid is useful on early stage of the mission in those cities, whose Blacksmith produces First Aid tents (apart from Necropolis). Healing Unicorns or Wyverns will help rushing through the map without slow and weak units in the army. However, in major battles, a tent is not that useful. Therefore, First Aid secondary skill is better on small maps, and, of course, useless if you play for a town unable to produce tents (and there is no opportunity to get one somewhere else).

First Aid is one of the less used secondary skills in the game. At Expert level, it only heals up to 100 health points, which means that all creatures up to the fifth level and most of the sixth level creatures can be fully healed. However, considering that the healing is only given to a single monster, the impact of the First Aid Tent is almost always negligible. Though First Aid is not useless, most other skills in the game are generally more useful.

The most common situation where First Aid can be worth getting is if the player manages to get one or more level 6 or 7 creatures early on in the game (e.g. Refugee Camp), as these units can receive the full 1–100 health provided by this skill. Furthermore, it should be noted that unlike most other skills in the game, the effect from First Aid can never run out of mana or ammunition. As a result, it can be very effective during long battles in the early game where the player has at least one level 6 or 7 unit, because as long as the First Aid tent survives and the high leveled units do not take more than 100 damage per turn, they are effectively made imperishable by First Aid. However, it can still be more advantageous to choose another secondary skill than First Aid even in these situations, as the First Aid unlike most other skills will become less useful the longer the game goes on, as the 1–100 health provided by it becomes less and less substantial.

In patch 1.7.0 of Horn of the Abyss, the First Aid Tent now also has its minimum healing increased, making it more reliable in the aforementioned scenarios.


See also: