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 | ||
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{{immune|spell123=1|spell1234=1|spell12345=1}} | {{immune|spell123=1|spell1234=1|spell12345=1}} | ||
'''Creatures capable of casting Cure:''' | '''Creatures capable of casting Cure:''' | ||
* {{Cn|Master Genie}}s (advanced level) | * {{Cn|Master Genie}}s (advanced level) | ||
* {{Cn|Enchanter}}s (expert level){{ | * {{Cn|Enchanter}}s (expert level) | ||
{{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. |
Latest revision as of 12:37, 2 November 2024
Cure | |||||||||||||||||||||||||
School: | Water Magic | ||||||||||||||||||||||||
Level: | 1st | ||||||||||||||||||||||||
Cost: | 6/5 | ||||||||||||||||||||||||
Duration: | instant | ||||||||||||||||||||||||
Basic effect | |||||||||||||||||||||||||
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Advanced effect | |||||||||||||||||||||||||
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Expert effect | |||||||||||||||||||||||||
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Probability of occurrence (%): | |||||||||||||||||||||||||
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Cure is a 1st level spell in the School of Water Magic.
Heroes starting with Cure:
Heroes specialising in Cure:
Creatures immune to Cure:
Creatures capable of casting Cure:
- Master Genies (advanced level)
- Enchanters (expert level)
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.) |