Cure: Difference between revisions

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{{Water spells}}{{Spell|54|54|39|31|31|0|30|31|53|31
{{Water spells}}{{Spell|54|54|39|31|31|0|30|31|53|31|31
  | school      = Water Magic
  | school      = Water Magic
  | level      = 1st
  | level      = 1st
  | cost        = 6
  | cost        = 6/5
  | duration    = instant
  | duration    = instant
  | b_effect    = Removes all negative spell effects from target, allied troop and heals it for (10 + (power x 5)) health points.
  | b_effect    = Removes all negative spell effects from target, allied troop and heals it for (10 + (power x 5)) health points.

Revision as of 09:40, 5 June 2018

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
Cure
School:  Water Magic
Level:  1st
Cost:  6/5
Duration:  instant
 Basic effect
Removes all negative spell effects from target, allied troop and heals it for (10 + (power x 5)) health points.
 Advanced effect
Removes all negative spell effects from target, allied troop and heals it for (20 + (Power x 5)) health points.
 Expert effect
Removes all negative spell effects from all allied troops and heals each for (30 + (Power x 5)) health points.
 Probability of occurrence (%):
Castle   54
Rampart   54
Tower   39 (31*)
Inferno   31
Necropolis   0
Dungeon   30
Stronghold   31
Fortress   53
Conflux   31
Cove Horn of the Abyss   31
Factory Horn of the Abyss   
* Without Library

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

Heroes with Cure as a starting spell:

Heroes with Cure as a specialty: