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School of Water Magic
Symbol for School of Water Magic
Level 1
 Magic Arrow *
 Protection from Water
 Summon Boat
Level 2
 Ice Bolt
 Remove Obstacle
 Scuttle Boat
 Visions *
Level 3
 Frost Ring
Level 4
 Water Walk
Level 5
 Summon Water Elemental
School of Air Magic
School of Earth Magic
School of Fire Magic
School:  Water Magic
Level:  1st
Cost:  5
Duration:  1 Round/Power
 Basic effect
Creatures in target, allied troop inflict maximum damage when they attack.
 Advanced effect
Creatures in target, allied troop inflict maximum damage +1 when they attack.
 Expert effect
All allied creatures inflict maximum damage +1 when they attack.
 Probability of occurrence (%):
Town portrait Castle small.gif Castle   
Town portrait Rampart small.gif Rampart   
Town portrait Tower small.gif Tower    (*)
Town portrait Inferno small.gif Inferno   
Town portrait Necropolis small.gif Necropolis   
Town portrait Dungeon small.gif Dungeon   
Town portrait Stronghold small.gif Stronghold   
Town portrait Fortress small.gif Fortress   
Town portrait Conflux small.gif Conflux   
Town portrait Cove small.gif Cove Horn of the Abyss   
* Without Library

Bless is a 1st level spell in the School of Water Magic.

Obviously this spell is most effective on creatures which have a large spread between their minimum and maximum damage, or at higher levels, on creatures which you have many of. If you look at the Castle Army for example, Archangels, who always have a base of 50 damage, have no benefit on Basic, and only get +1 on Advanced/Expert, a miniscule increase of 3 1/3%. But Pikemen go from an average of 2 damage to 4 on Adv./Exp., a whopping increase of 100% damage! Other creatures which get large bonuses include Gremlins, Pixies/Sprites, Air/Storm and Water/Ice Elementals, Halflings, Hell Hounds, Troglodytes, and Harpies.

Counters Curse

Heroes specializing in Bless

Units immune to its effects