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| '''Heroes with Cure as a specialty:''' | | '''Heroes with Cure as a specialty:''' |
| * {{Hn|Uland|Druid}} | | * {{Hn|Uland|Druid}} |
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| ==== Discussion ====
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| Cure spell 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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| [[Category: Spells]] | | [[Category: Spells]] |
Revision as of 17:56, 29 March 2018
Cure
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School:
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Water Magic
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Level:
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1st
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Cost:
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6
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Duration:
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instant
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Basic effect
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Removes all negative spell effects from target, allied troop and heals it for (10 + (power x 5)) health points.
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Advanced effect
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Removes all negative spell effects from target, allied troop and heals it for (20 + (Power x 5)) health points.
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Expert effect
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Removes all negative spell effects from all allied troops and heals each for (30 + (Power x 5)) health points.
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Probability of occurrence (%):
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Cure is a 1st level spell in the School of Water Magic.
Heroes with Cure as a starting spell:
Heroes with Cure as a specialty: