Mirth: Difference between revisions

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(Although Mirth is one of the weakest spells in the game, Necropolis is the place where it might be useful. Any living creature will get negative morale when having undeads in the army.)
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'''Units capable of casting this spell:'''
'''Units capable of casting this spell:'''
* {{Cn|Master Genie}}s (advanced level){{-wh}}
* {{Cn|Satyr}}: (advanced level){{-wh}}
* {{Cn|Satyr}}: (advanced level){{-wh}}



Revision as of 12:04, 21 January 2023

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
Mirth
School:  Water Magic
Level:  3rd
Cost:  12/9
Duration:  1 rnd/sp
 Basic effect
Morale of target allied troop is increased by one.
 Advanced effect
Morale of target allied troop is increased by two.
 Expert effect
Morale of all allied troops is increased by two.
 Probability of occurrence (%):
Castle   13
Rampart   13
Tower   17 (13*)
Inferno   9
Necropolis   13
Dungeon   13
Stronghold   35
Fortress   9
Conflux   13
Cove Horn of the Abyss   24
Factory Horn of the Abyss   
* Without Library

Mirth is a 3rd level spell in the School of Water Magic. It is one of the mind spells, and therefore some creatures are immune to it.

It increases morale of target allied stack.

Units immune to Mirth:


Units capable of casting this spell:

Artifacts rendering units immune to Mirth:

Related Topics