Cure: Difference between revisions

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{{Water spells}}{{Spell|54|54|39|31|31|0|30|31|53|31|31
{{Water spells}}{{Spell|54|54|39|31|31|0|30|31|53|31|31|31
  | school      = Water Magic
  | school      = Water Magic
  | level      = 1st
  | level      = 1st
Line 5: Line 5:
  | duration    = instant
  | duration    = instant
  | b_effect    = Removes all negative spell effects from the selected friendly unit and heals it for (10 + (power x 5)) health points.
  | b_effect    = Removes all negative spell effects from the selected friendly unit and heals it for (10 + (power x 5)) health points.
  | a_effect    = Removes all negative spell effects from the selected friendly unit and heals it for ('''20''' + (power x 5)) health points.  
  | a_effect    = Removes all negative spell effects from the selected friendly unit and heals it for ({{gt|20}} + (power x 5)) health points.  
  | e_effect    = Removes all negative spell effects from '''all''' friendly units and heals them for ('''30''' + (power x 5)) health points.
  | e_effect    = Removes all negative spell effects from {{gt|all}} friendly units and heals them for ({{gt|30}} + (power x 5)) health points.
  | no_appear  = {{Town|Necropolis}}
  | no_appear  = {{Town|Necropolis}}
}}
}}


'''Heroes with Cure as a starting spell:'''
'''Spells/Abilities unaffected by Cure:'''
* All positive effects (including {{Sn|Frenzy}} and {{Sn|Anti-Magic}})
* {{Cnu|Dendroid Guard|Dendroid Soldier|name=Dendroid Binding|Binding}}
* {{Cn|Rust Dragon|name=Acid Breath}}{{-wa}}
* {{Sn|Disrupting Ray}}
* {{Sn|Hypnotize}} (only cured by {{Ss2|Water Magic|Basic}} or {{Ss2|Water Magic|Advanced}})
 
'''Abilities ONLY affected by Cure:'''
* {{Cn|Wyvern Monarch}} {{showwithhota|and {{Cnu|Sea Serpent|Haspid}}{{-wh}}}} [[Poisonous]]
 
'''Heroes starting with Cure:'''
* {{Hn|Caitlin|Cleric}}
* {{Hn|Caitlin|Cleric}}
* {{Hn|Uland|Druid}}
* {{Hn|Uland|Druid}}
* {{Hn|Astra|Navigator}}{{-}}{{withhota}}
<ul class="onlyhota"><li>{{Hn|Astra|Navigator}}{{-wh}}</li></ul>
 
'''Heroes specialising in Cure:'''
'''Heroes with Cure as a specialty:'''
* {{Hn|Uland|Druid}}
* {{Hn|Uland|Druid}}
* {{Hn|Astra|Navigator}}{{-}}{{withhota}}
<ul class="onlyhota"><li>{{Hn|Astra|Navigator}}{{-wh}}</li></ul>
 
'''Creatures immune to Cure:'''
'''Units immune to Cure:'''
{{immune|spell123=1|spell1234=1|spell12345=1}}
{{immune|spell123=1|spell1234=1|spell12345=1}}
 
'''Creatures capable of casting Cure:'''
* {{Cn|Master Genie}}s (advanced level)
* {{Cn|Enchanter}}s (expert level){{-wa}}
{{spell 'see also'}}
{{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.
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}}{{end of user commentary}}
}}{{end of user commentary}}


[[Category: Spells]]{{keywords}}
[[Category: Spells]]

Latest revision as of 13:33, 28 August 2025

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
Cure
School: Water Magic
Level: 1st
Cost: 6/5
Duration: instant
Basic Effect
Removes all negative spell effects from the selected friendly unit and heals it for (10 + (power x 5)) health points.
 
Advanced Effect
Removes all negative spell effects from the selected friendly unit and heals it for (20 + (power x 5)) health points.
 
Expert Effect
Removes all negative spell effects from all friendly units and heals them for (30 + (power x 5)) health points.
 
Probability of occurrence (%):
Castle 54
Rampart 54
Tower 39 (31*)
Inferno 31
Necropolis 0
Dungeon 30
Stronghold 31
Fortress 53
Conflux 31
Cove Horn of the Abyss 31
Factory Horn of the Abyss 31
* Without Library

Spells/Abilities unaffected by Cure:

Abilities ONLY affected by Cure:

Heroes starting with Cure:

Heroes specialising in Cure:

Creatures immune to Cure:

Creatures capable of casting Cure:

See also:[edit | hide]

User Commentary

Show User Commentary
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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 Hypnotize, if you don't have Water Magic or have basic or advanced Water Magic, however expert Cure is NOT able to heal Hypnotize or heal HP of a hypnotized unit. (This may/may not be a bug.)