Cure

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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.

Uland the Druid has Cure spell as a specialty. It means that he can casts Cure with increased effect, based on his experience level compared to the level of the target unit.

Discussion

Cure spell is rather weak in terms of recovering hit points of the creatures. 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 dispeling properties. Cure spell can remove any negative spell effects or effects caused by creatures' special abilities (e.g. paralyze). Using expert Cure insted of expert Dispel removes all negative effects of allied troops leaving all negative effect of enemy troops intact.