Cure: Difference between revisions

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'''Heroes with Cure as a specialty:'''
'''Heroes with Cure as a specialty:'''
* {{Hn|Uland|Druid}}
* {{Hn|Uland|Druid}}
==== Discussion ====
Cure spell 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.


[[Category: Spells]]
[[Category: Spells]]

Revision as of 17:56, 29 March 2018

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   54
Rampart   54
Tower   39 (31*)
Inferno   31
Necropolis   0
Dungeon   30
Stronghold   31
Fortress   53
Conflux   31
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 Cure as a starting spell:

Heroes with Cure as a specialty: