Cure: Difference between revisions

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===Comments===
===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).
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, see list further below).


Compared to damage spells it doesn't do much.
Compared to damage spells it doesn't do much.

Revision as of 12:35, 27 July 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:  water magic
Level:  1st
Cost:  6
Duration:  instant
 Basic effect
Debuff, Heal, Single Target, removes all negative spell effects from target, allied troop and heals it for 15+ (2x (10) + 5 hp each power point) health points.
 Advanced effect
DeBuff, Heal, Single Target, removes all negative spell effects from target, allied troop and heals it for 25+ (4x (20) + 5 hp each power point) health points.
 Expert effect
DeBuff, Heal, All own Targets, removes all negative spell effects from all allied troops and heals each for 35+ (6x (30) +5 hp each power point) health points.
 Probability of occurrence (%):
Castle   
Rampart   
Tower    (*)
Inferno   
Necropolis   
Dungeon   
Stronghold   
Fortress   
Conflux   
Cove Horn of the Abyss   
Factory Horn of the Abyss   
* Without Library

Cure is a 1st level spell in the School of water magic.

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, see list further below).

Compared to damage spells it doesn't do much.

Spell Name Single Target Bonus damage at Basic Bonus at Adv Bonus at Expert Variable Damage
Magic Arrow Yes 1x (10 dmg) 2x (20 dmg) 3x (30 dmg) 10 dmg / spell power
Frost Ring No, splash damage to bystanders, not target 1.5x (15 dmg) 3x (30 dmg) 6x (60 dmg) 10 dmg / spell power point
Ice Bolt Yes 0.5x (10 dmg) 1x (20 dmg) 1.5x (30 dmg) 20 dmg / spell power point
Cure All units at Expert 2x (10 heal) 4x (20 heal) 6x (30 heal) 5 heal / spell power point


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 cleansweep 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 as an alternative of Expert Dispel to only remove negative conditions and curses instead of removing both negative and positive effects.

Spell Table

Spellpower hp healed by a power point hp healed with just power points Heal at Basic (+2x5 health) Heal at Advanced (+4x5 health) Heal at Expert (+6x5 health)
1 5 5 15 25 35
2 5 10 20 30 40
3 5 15 25 35 45
4 5 20 30 40 50
5 5 25 35 45 55
6 5 30 40 50 60
7 5 35 45 55 65
8 5 40 50 60 70
9 5 45 55 65 75
10 5 50 60 70 80
11 5 55 65 75 85
12 5 60 70 80 90
13 5 65 75 85 95
14 5 70 85 90 100
15 5 75 90 95 105
16 5 80 95 100 110
17 5 85 100 105 115
18 5 90 105 110 120
19 5 95 110 115 125
20 5 100 115 120 130