Forgetfulness: Difference between revisions

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{{spelltable|Water Magic|12|1 round/[[Spell Power]]|3rd|}}
{{Water spells}}{{spelltable|Water Magic|12|1 round/[[Spell Power]]|3rd|}}


{{skills|Effect|Target units ranged damage reduced by 50%|Cost reduced by 3|One enemy ranged unit has its ranged attack disabled|All enemy ranged units have their ranged attacks disabled}}
{{skills|Effect|Target units ranged damage reduced by 50%|Cost reduced by 3|One enemy ranged unit has its ranged attack disabled|All enemy ranged units have their ranged attacks disabled}}

Revision as of 09:31, 1 February 2014

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

Template:Spelltable

Template:Skills

Units immune to its effects

Artifacts rendering units immune to Forgetfulness

Comments

Bugged. What's listed here is the actual effect.

This spell can be seen as a half-assed Blind that only works on Ranged troops. Only really cripples the opposition if their ranged numbers are very vast and they don't have No Range Penalty. Otherwise you're better off using Blind.

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On the contrary: Blind is more useful (assuming you have it) until you have expert water magic; then the mass effect of Forgetfulness is superior when the enemy has multiple stacks of range troops, especially with units that attack hand-to-hand at half strength.