Cure
Cure | |||||||||||||||||||||||||
School: | Water Magic | ||||||||||||||||||||||||
Level: | 1st | ||||||||||||||||||||||||
Cost: | 6/5 | ||||||||||||||||||||||||
Duration: | instant | ||||||||||||||||||||||||
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Advanced effect | |||||||||||||||||||||||||
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Expert effect | |||||||||||||||||||||||||
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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:
Units immune to Cure:
Units capable of casting this spell:
- Master Genies (advanced level)
- Enchanters (expert level)
User commentary
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Cure is rather weak in terms of recovering units' hit points. Even with expert Water Magic and spell power of 20, the effect is only 130 hit points. However, the power of Cure spell lies within its dispelling properties. Cure spell can remove any negative spell effects or effects caused by creatures' special abilities (e.g. paralyze), except for effects of the Disrupting Ray spell. Using expert Cure instead of expert Dispel removes all negative effects from allied troops, leaving all negative effects on enemy troops and all positive effects on allied troops intact. Cure can remove Hypnotize, if you don't have Water Magic or have basic or advanced Water Magic, however expert Cure is NOT able to heal Hypnotize or heal HP of a hypnotized unit. (This may/may not be a bug.) |