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School of Fire Magic
School of Earth Magic
Level 1
 Magic Arrow *
 Protection from Fire
Level 2
 Fire Wall
 Visions *
Level 3
 Land Mine
Level 4
 Fire Shield
Level 5
 Summon Fire Elemental
School of Air Magic
School of Earth Magic
School of Water Magic
School:  Fire Magic
Level:  2nd
Cost:  10/8
Duration:  1 rnd/sp
 Basic effect
Target, enemy troop is frozen until attacked, dispelled or effect wears off. Deactivating attack is retaliated at 50% of base attack rating.
 Advanced effect
Same as basic effect, except that deactivating attack is retaliated at 25% of base attack rating.
 Expert effect
Same as basic effect, except that deactivating attack is not retaliated.
 Probability of occurrence (%):
Town portrait Castle small.gif Castle   25
Town portrait Rampart small.gif Rampart   35
Town portrait Tower small.gif Tower   18 (13*)
Town portrait Inferno small.gif Inferno   47
Town portrait Necropolis small.gif Necropolis   24
Town portrait Dungeon small.gif Dungeon   25
Town portrait Stronghold small.gif Stronghold   25
Town portrait Fortress small.gif Fortress   35
Town portrait Conflux small.gif Conflux   37
Town portrait Cove small.gif Cove Horn of the Abyss   0
* Without Library

Blind is a 2nd level spell in the School of Fire Magic. It makes the blinded creature stack immobile and completely lose its turn to act on combat round. Blind can be removed with Cure and Dispel spells, or it is removed if the creature is attacked in any way or the duration of the spell ends. If Blind is removed from a creature, it will have a chance to act on its turn as it normally would according to its initiative, or if its turn has already passed for the round, it will act immediately.

Units immune to Blind:

Units capable of casting blind (after attacking):

Artifacts rendering your units immune to Blind:

Tactics and info[edit]

Blind is arguably one of the strongest spells in the game. It is perhaps at its best combined with Resurrection spell, and managing to blind opponent's last creature stack. This leads to a situation where the opponent will have no chance to retreat, and the hero can cast Resurrection to bring many if not all his troops back to life, provided enough spell power and mana. This tactics weak spot is War Machines, which cannot be blinded and therefore with Artillery or First Aid secondary skill may offer enemy hero a chance to escape. Additionally, during siege battles Ballistics secondary skill may offer a chance for the enemy hero to escape.

The only drawback of Blind is, that there are some creatures immune to it. Solution to this problem is to find a relic artifact Orb of Vulnerability, which disables spell immunities and enables hero to blind even naturally magic immune creatures, for example Black Dragons.

Blind with Ballista or Arrow Towers[edit]

One annoying thing is that if you don't have the Artillery skill, sometimes Ballista or Arrow Towers (or Cannon in Horn of the Abyss) will shoot at blinded targets, unintentionally removing Blind. Therefore it's sometimes best to get rid of Ballista, (or Cannon) when you learn Blind and don't have Artillery, for example, by destroying it by magic (using spells like Meteor Shower which can damage both enemy troops and units of the caster).

See also[edit]