Cure

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Revision as of 07:29, 11 August 2015 by 79.74.97.142 (talk)
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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
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   
Rampart   
Tower    (*)
Inferno   
Necropolis   
Dungeon   
Stronghold   
Fortress   
Conflux   
Cove Horn of the Abyss   
Factory Horn of the Abyss   
* Without Library

Cure is a 1st level spell in the School of water magic.

Heroes with a Cure specialty

  • Uland the Druid casts cure with increased effect, based on his level compared to the level of the target unit.

Comments

One of the reasons why Water Magic is underrated is this spell, which seems rather weak at first glance if you just focus on hit points (even on Expert w/ Spell Power of 20 you'll only heal 130 HP). But it's hidden strength is the ability to cancel any and all curses which have been cast on your troops-on Expert it is a clean sweep of your entire army, which can at a stroke cancel several turn's worth of enemy spells (most notably Blind). Expert Cure can be used instead of Expert Dispel to only remove negative conditions and curses instead of removing both negative and positive effects.