Bless: Difference between revisions

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Dread Knight (talk | contribs)
difference between 2 and 9 damage may be crucial, and if you curse SEs, they are completely useless
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* {{Cn|Magic Elemental}}
* {{Cn|Magic Elemental}}
* {{Cn|Azure Dragon}}
* {{Cn|Azure Dragon}}
{{fanopinion|
The spell is most effective on [[creature]]s which have a large range between their minimum and maximum damage and, at Advanced and Expert level, [[troop stack]]s with a large amount of creatures in them.
- More precisely, it's most effective on creatures which have large '''relative proportion of max damage to average damage''' and low damage but high stack numbers. Think of Gremlins with their min 1, avg 1,5, max 2 damage that becomes fixed 2 (+33% from average 1,5) or 3 on Advanced+ (+100% from avg 1,5). Giants and Titans have larger numerical variance (40-60) but their min-avg-max damage ratio is lower - min 1, avg 1,25, max 1,5, so they only get +20% from normal Bless and 22% from Advanced.
The +1 extra damage bonus from Advanced Water Magic is more beneficial to units that normally deal low damage as it's greater percentage of their base damage, so it's even more useful to low level units with high numbers and large variance. Like anything that has 1-3 or so damage values - Pikemen, Troglodytes, Skeletons, Sprites. Hags & Harpy Hags with 1-4 are perhaps most affected. Air Elementals & Storm Elementals have 2-8, same proportions, but they don't get as dramatic powerup from Adv Bless - it's only 1/8th and not 1/4th of "normal" max damage.
}}<!-- end of fan opinion -->


[[Category: Spells]]
[[Category: Spells]]
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Revision as of 19:03, 17 May 2021

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
Bless
School: Water Magic
Level: 1st
Cost: 5/4
Duration: 1 Round/Power
Basic Effect
Creatures in target allied troop inflict maximum damage when they attack.
 
Advanced Effect
Creatures in target allied troop inflict maximum damage +1 when they attack.
 
Expert Effect
All allied creatures inflict maximum damage +1 when they attack.
 
Probability of occurrence (%):
Castle 54
Rampart 32
Tower 39 (31*)
Inferno 0
Necropolis 0
Dungeon 19
Stronghold 20
Fortress 31
Conflux 31
Cove Horn of the Abyss 53
Factory Horn of the Abyss
* Without Library

The Bless spell counters the Curse spell.

This spell is most effective on creatures which have a large damage range and, at Advanced and Expert level, stacks of troops with low damage but large numbers of creatures in them.

The +1 extra damage bonus from Advanced Water Magic is more beneficial to units that normally deal low damage as it's greater percentage of their base damage, so it's even more useful to low level units with high numbers and large damage bracket. Many 1st level units deal 1-3 damage values - Pikemen, Troglodytes, Sprites (Skeletons too, but as Undead, they cannot be Blessed). Harpies & Harpy Hags with 1-4 damage are perhaps most affected, as Advanced Bless causes them to deal 5 damage instead of 1-4, average 2,5, doubling their output. Air Elementals & Storm Elementals deal similarly proportioned 2-8 damage.

Because of its mechanic, normal and basic Bless is useless to cast on troops with fixed damage value like Nagas or Angels. Advanced Bless has a very minor effect, as 1 point of damage more or less is negligible amount on such troops.

Heroes with Bless as a starting spell:

Heroes with Bless as a specialty:

Units immune to Bless:

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