Cure: Difference between revisions

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* {{Hn|Uland|Druid}}
* {{Hn|Uland|Druid}}
* {{Hn|Astra|Navigator}}{{-}}{{withhota}}
* {{Hn|Astra|Navigator}}{{-}}{{withhota}}
'''Units immune to Cure:'''
* {{Cn|Green Dragon|noname=}}{{Cn|Gold Dragon|name=Green and Gold Dragons}}
* {{Cn|Red Dragon|noname=}}{{Cn|Black Dragon|name=Red and Black Dragons}}
* {{Cn|Magic Elemental}}
* {{Cn|Azure Dragon}}


[[Category: Spells]]
[[Category: Spells]]

Revision as of 19:14, 25 March 2020

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:  6/5
Duration:  instant
 Basic effect
Removes all negative spell effects from target, allied troop and heals it for (10 + (power x 5)) health points.
 Advanced effect
Removes all negative spell effects from target, allied troop and heals it for (20 + (Power x 5)) health points.
 Expert effect
Removes all negative spell effects from all allied troops and heals each for (30 + (Power x 5)) health points.
 Probability of occurrence (%):
Castle   54
Rampart   54
Tower   39 (31*)
Inferno   31
Necropolis   0
Dungeon   30
Stronghold   31
Fortress   53
Conflux   31
Cove Horn of the Abyss   31
Factory Horn of the Abyss   
* Without Library

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:

Units immune to Cure: