First Aid: Difference between revisions
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The most common situation where First Aid can be worth getting is if the player manages to get one or more level 6 or 7 creatures early on in the game (e.g. [[Refugee Camp]]). | The most common situation where First Aid can be worth getting is if the player manages to get one or more level 6 or 7 creatures early on in the game (e.g. [[Refugee Camp]]). | ||
These units can recieve the full 100 healing provided by this skill, which can give the player an advantage in the early game. However, it can still be more advantageous to choose another secondary skill than First Aid even in these situations, as the First Aid unlike most other skills will become less useful the longer the game goes on - and defensive combat might lead to micromanagment of troops - but getting a [[Cure]] without negative effect removal variant as long as the tent is not destroyed of at least spell power level 17 (basic) to level 14 (expert [[Cure]]) does have its benefits. | These units can recieve the full 100 healing provided by this skill, which can give the player an advantage in the early game. However, it can still be more advantageous to choose another secondary skill than First Aid even in these situations, as the First Aid unlike most other skills will become less useful the longer the game goes on - and defensive combat might lead to micromanagment of troops - but getting a [[Cure]] without negative effect removal variant as long as the tent is not destroyed of at least spell power level 17 (basic, 100 hp each usage) to level 14 (expert [[Cure]], 100 hp each usage that way) does have its benefits. | ||
== See also == | == See also == |
Revision as of 12:14, 27 July 2014
First Aid is one of the 28 secondary skill 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.
Heroes with specilty First Aid:
Comments & debate
First Aid is one of the least useful secondary skills in the game - given that the First Aid tent can be destroyed and must be bought again. At Expert level it only heals 100 health points, which means that all creatures up to the fifth level and most of the sixth level creatures can be fully healed.
However, considering that the healing is only given to a single monster, the impact of the First Aid Tent is almost always negligible. Though First Aid isn't useless, any other skill in the game is generally more useful.
The most common situation where First Aid can be worth getting is if the player manages to get one or more level 6 or 7 creatures early on in the game (e.g. Refugee Camp).
These units can recieve the full 100 healing provided by this skill, which can give the player an advantage in the early game. However, it can still be more advantageous to choose another secondary skill than First Aid even in these situations, as the First Aid unlike most other skills will become less useful the longer the game goes on - and defensive combat might lead to micromanagment of troops - but getting a Cure without negative effect removal variant as long as the tent is not destroyed of at least spell power level 17 (basic, 100 hp each usage) to level 14 (expert Cure, 100 hp each usage that way) does have its benefits.
See also
Heal Spells
Cure (Water Magic) (2x5hp@Basic, 4x5hp@Advanced, 6x5hp@Expert) and 5 hp each power point, removal of negative conditions/spells like Blind, but not Buffs.
One Cure does one round First Aid Expert heal on spell level 14 at Expert, or level 17 on Basic, level 16 on Advanced.
The First Aid tent does not remove negative conditions safe missing hp points.