First Aid: Difference between revisions
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{{Secondary skill chance explanation}} | {{Secondary skill chance explanation}} | ||
{{ZET SEC SKILL CHANCE TABLE| 2|10 (highest)| 3| 7| 2| 7| 2| 5| 0 (impossible)| 0 (impossible)| 1| 6| 1| 4| 6| 8| 1| 4| 2| 4}} | {{ZET SEC SKILL CHANCE TABLE| 2|10 (highest)| 3| 7| 2| 7| 2| 5| 0 (impossible)| 0 (impossible)| 1| 6| 1| 4| 6| 8| 1| 4| 2| 4| 3| 6}} | ||
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Revision as of 12:01, 9 January 2024
First Aid is a secondary skill, that gives the player manual control over First Aid Tent and increases its effectiveness. The First Aid Tent regenerates 1–25 (20–25 ) points of damage (without the skill) of the top creature of the stack. First Aid Tent can not "heal" war machines.
Classes unable to learn First Aid skill:
(They can only acquire the skill from Scholars, Witch Huts, Seer's Huts, Events or Pandora's Boxes).
Heroes with First Aid as a specialty and a starting skill:
- Gem the Druid (Basic First Aid)
- Rion the Cleric (Basic First Aid)
- Verdish the Witch (Basic First Aid)
- Floribert the Mercenary (Basic First Aid)
The specialty increases the secondary skill effect by 5% per hero level.
Chance to get
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 2 |
Castle | Cleric | 10 (highest) |
Rampart | Ranger | 3 |
Rampart | Druid | 7 |
Tower | Alchemist | 2 |
Tower | Wizard | 7 |
Inferno | Demoniac | 2 |
Inferno | Heretic | 5 |
Necropolis | Death Knight | 0 (impossible) |
Necropolis | Necromancer | 0 (impossible) |
Dungeon | Overlord | 1 |
Dungeon | Warlock | 6 |
Stronghold | Barbarian | 1 |
Stronghold | Battle Mage | 4 |
Fortress | Beastmaster | 6 |
Fortress | Witch | 8 |
Conflux | Planeswalker | 1 |
Conflux | Elementalist | 4 |
Cove | Captain | 2 |
Cove | Navigator | 4 |
Factory | Mercenary | 3 |
Factory | Artificer | 6 |
|}
User commentary
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First Aid is useful on early stage of the mission in those cities, whose Blacksmith produces First Aid tents (apart from Necropolis). Healing Unicorns or Wyverns will help rushing through the map without slow and weak units in the army. However, in major battles a tent is not that useful. Therefore, First Aid secondary skill is better on small maps, and of course useless if you play for a town unable to produce tents (and there's no opportunity to get one somewhere else). First Aid is one of the less used secondary skills in the game. At Expert level it only heals up to 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, most other skills in the game are 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), as these units can receive the full 1–100 health provided by this skill. Furthermore, it should be noted that unlike most other skills in the game, the effect from First Aid can never run out of mana or ammunition. As a result, it can be very effective during long battles in the early game where the player has at least one level 6 or 7 unit, because as long as the First Aid tent survives and the high leveled units do not take more than 100 damage per turn, they are effectively made imperishable by First Aid. 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, as the 1–100 health provided by it becomes less and less substantial. |