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[[Category: Spells]]
[[Category: Spells]]
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Revision as of 23:57, 4 June 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

Bless is a 1st level spell in the School of Water Magic. 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:


User commentary

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Some may find the information in this section subjective or irrelevant.

The spell is most effective on creatures which have a large range between their minimum and maximum damage and, at Advanced and Expert level, troop stacks 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.


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