Cure: Difference between revisions

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{{Water spells}}{{spelltable|Water Magic|6|Instant|1st}}
{{Water spells}}{{Spell|water magic|6|Instant|1st}}


Removes all negative [[Conditions]] and [[Curse (spell type)|curses]] from target stack, and heals some damage done to it.
Removes all negative [[Conditions]] and [[Curse (spell type)|curses]] from target stack, and heals some damage done to it.

Revision as of 08:48, 2 February 2014

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:  [[School of {{{school}}}|]]
Level:  
Cost:  
Duration:  
 Basic effect
 Advanced effect
 Expert effect
 Probability of occurrence (%):
Castle   water magic
Rampart   6
Tower   Instant (1st*)
Inferno   
Necropolis   
Dungeon   
Stronghold   
Fortress   
Conflux   
Cove Horn of the Abyss   
Factory Horn of the Abyss   
* Without Library

Cure is a level spell in the School of .

Removes all negative Conditions and curses from target stack, and heals some damage done to it. Template:Skills

Heroes that specialize in Cure

Comments

One of the reasons why Water Magic is underrated is this spell, which seems rather weak at first glance if you just focus on hit points (even on Expert w/ Spell Power of 20 you'll only heal 130 HP). But it's hidden strength is the ability to cancel any and all curses which have been cast on your troops-on Expert it is a clean sweep of your entire army, which can at a stroke cancel several turn's worth of enemy spells (most notably Blind). Expert Cure can be used instead of Expert Dispel to only remove negative conditions and curses instead of removing both negative and positive effects.