Bless

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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
Bless
School: Water Magic
Level: 1st
Cost: 5/4
Duration: 1 rnd/sp
Basic Effect
Causes the selected friendly unit to inflict maximum damage when it attacks.
 
Advanced Effect
Causes the selected friendly unit to inflict (maximum damage + 1) when it attacks.
 
Expert Effect
Causes all friendly units to inflict (maximum damage + 1) when they attack.
 
Probability of occurrence (%):
Castle 54
Rampart 32
Tower 39 (31*)
Inferno 0
Necropolis 0
Dungeon 19
Stronghold 20
Fortress 31
Conflux 31
Cove Horn of the Abyss 53
Factory Horn of the Abyss 20
Bulwark Horn of the Abyss
* Without Library

The Bless spell counters the Curse spell.

This spell is most effective on creatures which have a large damage range and, at Advanced and Expert level, stacks of troops with low damage but large numbers of creatures in them.

The +1 extra damage bonus from Advanced Water Magic is more beneficial to units that normally deal low damage as it's greater percentage of their base damage, so it's even more useful to low level units with high numbers and large damage bracket. Many 1st level units deal 1-3 damage values - Pikemen, Troglodytes, Sprites (Skeletons too, but as Undead, they cannot be Blessed). Harpies & Harpy Hags with 1-4 damage are perhaps most affected, as Advanced Bless causes them to deal 5 damage instead of 1-4, average 2,5, doubling their output. Air Elementals & Storm Elementals deal similarly proportioned 2-8 damage.

Because of its mechanic, normal and basic Bless is useless to cast on troops with fixed damage value: Angels, Nagas, Peasants, Enchanters, Rust Dragons, and Automatons Horn of the Abyss. Advanced Bless has a very minor effect, as 1 point of damage is more or less a negligible amount on such troops. With the exception of peasants; where +1 basically doubles their damage output. This boost could be a game changer in numbers massive enough. However, getting to that point is only reasonable on paper and even then, it is really hard to keep them alive.

Heroes starting with Bless:

Heroes specialising in Bless:

Creatures immune to Bless:

Creatures capable of casting Bless:

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The spell is most effective on creatures which have a large range between their minimum and maximum damage and, at Advanced and Expert level, troop stacks with a large amount of creatures in them.

- More precisely, it's most effective on creatures which have large relative proportion of max damage to average damage and low damage but high stack numbers. Think of Gremlins with their min 1, avg 1,5, max 2 damage that becomes fixed 2 (+33% from average 1,5) or 3 on Advanced+ (+100% from avg 1,5). Giants and Titans have larger numerical variance (40-60) but their min-avg-max damage ratio is lower - min 1, avg 1,25, max 1,5, so they only get +20% from normal Bless and 22% from Advanced.

The +1 extra damage bonus from Advanced Water Magic is more beneficial to units that normally deal low damage as it's greater percentage of their base damage, so it's even more useful to low level units with high numbers and large variance. Like anything that has 1-3 or so damage values - Pikemen, Troglodytes, Sprites. Hags & Harpy Hags with 1-4 are perhaps most affected. Air Elementals & Storm Elementals have 2-8, same proportions, but they don't get as dramatic powerup from Adv Bless - it's only 1/8th and not 1/4th of "normal" max damage.

Bless also almost completely eliminates damage variance, which is helpful as it makes combat much more predictable, particularly the possibility and strength of counter-attacks.


See also:

Automaton
12
10
7
30
8
Move
Ground
Size
2
Growth
5
669
398
Cost

350

Enchanter
17
12
Shots
32
14
30
9
Move
Ground
Size
1
Growth
2
1210
805
Cost

750

Shoots. No barrier penalty. No melee penalty. Group Spellcaster: Random mass beneficial spell.
Peasant
1
1
1
1
3
Move
Ground
Size
1
Growth
25
15
15
Cost

10

Pikeman
4
5
1–3
10
4
Move
Ground
Size
1
Growth
14
80
100
Cost

60

Immune to jousting bonus.
Rust Dragon
30
30
50
750
17
Move
Flying
Size
2
Growth
1
26433
24030
Cost

15000

14

Skeleton
5
4
1–3
6
4
Move
Ground
Size
1
Growth
12 (+6)
60
75
Cost

60

Sprite
2
2
1–3
3
9
Move
Flying
Size
1
Growth
95
70
Cost

30

Flies. No enemy retaliation.
Troglodyte
4
3
1–3
5
4
Move
Ground
Size
1
Growth
14 (+7)
59
73
Cost

50

Angel
20
20
50
200
12
Move
Flying
Size
1
Growth
1
5019
3585
Cost

3000

1

Flies. +1 Morale. Hates Devils.
Archangel
30
30
50
250
18
Move
Flying
Size
2
Growth
1
8776
6033
Cost

5000

3

Flies. +1 Morale. Hates Devils. Resurrects allies (100 Health per Archangel).
Harpy
6
5
1–4
14
6
Move
Flying
Size
1
Growth
8
154
140
Cost

130

Flies. Strike and return.
Harpy Hag
6
6
1–4
14
9
Move
Flying
Size
1
Growth
8
238
196
Cost

170

Flies. Strike and return. No enemy retaliation.
Naga
16
13
20
110
5
Move
Ground
Size
2
Growth
2
1814 Horn of the Abyss2016 Shadow of Death
2016
Cost

1100

No enemy retaliation.
Naga Queen
16
13
30
110
7
Move
Ground
Size
2
Growth
2
2840
2840
Cost

1600

No enemy retaliation.