First Aid: Difference between revisions

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| E_effect = gives control of the first aid tent to the hero, healing 100 points of damage to the first unit of the selected stack. }}
| E_effect = gives control of the first aid tent to the hero, healing 100 points of damage to the first unit of the selected stack. }}


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.
'''First Aid''' is one of the 28 [[secondary skill]] in {{homm3}}. It gives the player manual control over [[First Aid Tent]] and increases its effectiveness. The First Aid Tent regenerates health of the top creature of the stack.


'''Recommended for:''' Almost noone. This skill is arguably one of the least useful skills in the game. This is because the 100 health this skill offers per turn have a very little impact in combat unless it is used in a very small battle. Small battles are most commonly fought early in the game, and therefore with mostly level 1 and level 2 creatures which have a low health level. As a result, this will rarely heal more than 20-30 health in the early game which has very little impact even then
'''Heroes with specilty First Aid:'''
* [[Rion]] the [[Cleric]]
* [[Gem]] the [[Druid]]
* [[Verdish]] the [[Witch]]


However this skill is not completly worthless. It can be somewhat useful for a player who manages to get a level 6 or 7 unit early on in the game, typically from undefended level 6-7 dwellings on the map, [[Griffin Conservatory|Griffin Conservatories]] or [[Army Camps]]. These units can be healed for the full 100 health provided by this skill, which, in some cases, greatly helps winning early game battles.
== Comments & debate ==
First Aid is one of the least useful secondary skills in the game. At Expert level it only heals 100 health points, which basically means that all creatures up to the fifth level can be fully healed, as will most of the sixth level creatures. However, considering that the healing power the tent only be recieved by one creature, the impact of the First Aid Tent to combats is quite insignificant. Alternative choices for First Aid skill are just more helpful.


==Heroes with a specialty in this skill==
Perhaps the only situtation, where First Aid skill can be advantageous, is that a hero manages to get one or more level 6 or 7 creatures early on in the game (e.g. [[Refugee Camp]]). These units can be used to advance through low-tier wandering creatures by healing them with the tent. This may give a player an early lead in the game and thus even a victory.
*[[Rion]] the [[Cleric]]
*[[Gem]] the [[Druid]]
*[[Verdish]] the [[Witch]]


== See also ==
== See also ==
* [[War machines]]
* [[War machine]]
 


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

Revision as of 19:56, 14 April 2014

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 50 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 75 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 100 points of damage to the first unit of the selected stack.

First Aid is one of the 28 secondary skill in Heroes of Might and Magic III. It gives the player manual control over First Aid Tent and increases its effectiveness. The First Aid Tent regenerates health of the top creature of the stack.

Heroes with specilty First Aid:

Comments & debate

First Aid is one of the least useful secondary skills in the game. At Expert level it only heals 100 health points, which basically means that all creatures up to the fifth level can be fully healed, as will most of the sixth level creatures. However, considering that the healing power the tent only be recieved by one creature, the impact of the First Aid Tent to combats is quite insignificant. Alternative choices for First Aid skill are just more helpful.

Perhaps the only situtation, where First Aid skill can be advantageous, is that a hero manages to get one or more level 6 or 7 creatures early on in the game (e.g. Refugee Camp). These units can be used to advance through low-tier wandering creatures by healing them with the tent. This may give a player an early lead in the game and thus even a victory.

See also