First Aid: Difference between revisions
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== Importance == | == Importance == | ||
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First Aid is useful on early stage of the mission in those cities, whose [[Blacksmith]] produces First Aid tents (apart from [[Necropolis]]). Healing [[Unicorn and War Unicorn|Unicorns]] or [[Wyvern and Wyvern Monarch|Wyverns]] will help rushing through the map without slow and weak units in the army. However, in major battles a tent is not that useful. Therefore, First Aid secondary skill is better on small maps, and of course useless if you play for a town unable to produce tents (and there's no opportunity to get one somewhere else). | First Aid is useful on early stage of the mission in those cities, whose [[Blacksmith]] produces First Aid tents (apart from [[Necropolis]]). Healing [[Unicorn and War Unicorn|Unicorns]] or [[Wyvern and Wyvern Monarch|Wyverns]] will help rushing through the map without slow and weak units in the army. However, in major battles a tent is not that useful. Therefore, First Aid secondary skill is better on small maps, and of course useless if you play for a town unable to produce tents (and there's no opportunity to get one somewhere else). | ||
Revision as of 16:50, 5 March 2021
First Aid is one of the 28 secondary skills 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. Death Knights and Necromancers cannot learn First Aid. Without the First Aid skill the tent will heal 1-25 points of damage. First Aid Tent can not "heal" war machines.
Heroes with First Aid as a starting skill:
Heroes with a First Aid specialty:
See also
Importance
User commentary
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First Aid is useful on early stage of the mission in those cities, whose Blacksmith produces First Aid tents (apart from Necropolis). Healing Unicorns or Wyverns will help rushing through the map without slow and weak units in the army. However, in major battles a tent is not that useful. Therefore, First Aid secondary skill is better on small maps, and of course useless if you play for a town unable to produce tents (and there's no opportunity to get one somewhere else).
Chance to get
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 2 |
Castle | Cleric | 10 (highest) |
Rampart | Ranger | 3 |
Rampart | Druid | 7 |
Tower | Alchemist | 2 |
Tower | Wizard | 7 |
Inferno | Demoniac | 2 |
Inferno | Heretic | 5 |
Necropolis | Death Knight | 0 (impossible) |
Necropolis | Necromancer | 0 (impossible) |
Dungeon | Overlord | 1 |
Dungeon | Warlock | 6 |
Stronghold | Barbarian | 1 |
Stronghold | Battle Mage | 4 |
Fortress | Beastmaster | 6 |
Fortress | Witch | 8 |
Conflux | Planeswalker | 1 |
Conflux | Elementalist | 4 |
Cove | Captain | 2 |
Cove | Navigator | 4 |
Factory | Mercenary | {{{21}}} |
Factory | Artificer | {{{22}}} |
|}