First Aid: Difference between revisions

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== Heal Features of Creatures ==
== Heal Features of Creatures ==
[[Life Drain]] of [[Vampire Lord]]s
[[Life Drain]] of [[Vampire Lord]]s and [[Regeneration]]
[[Regeneration]]

Revision as of 12:14, 27 July 2014

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
First Aid
Basic First Aid: Combat, First Aid Tent, gives control of the first aid tent to the hero, healing 50 points of damage to the first unit of the selected stack.
Advanced First Aid: Combat, First Aid Tent, gives control of the first aid tent to the hero, healing 75 points of damage to the first unit of the selected stack.
Expert First Aid: Combat, First Aid Tent, gives control of the first aid tent to the hero, healing 100 points of damage to the first unit of the selected stack.

First Aid is one of the 28 secondary skill in Heroes of Might and Magic III. It gives the player manual control over First Aid Tent and increases its effectiveness. The First Aid Tent regenerates health of the top creature of the stack.

Heroes with specilty First Aid:

Comments & debate

First Aid is one of the least useful secondary skills in the game - given that the First Aid tent can be destroyed and must be bought again. At Expert level it only heals 100 health points, which means that all creatures up to the fifth level and most of the sixth level creatures can be fully healed.

However, considering that the healing is only given to a single monster, the impact of the First Aid Tent is almost always negligible. Though First Aid isn't useless, any other skill in the game is generally more useful.

The most common situation where First Aid can be worth getting is if the player manages to get one or more level 6 or 7 creatures early on in the game (e.g. Refugee Camp).

These units can recieve the full 100 healing provided by this skill, which can give the player an advantage in the early game. However, it can still be more advantageous to choose another secondary skill than First Aid even in these situations, as the First Aid unlike most other skills will become less useful the longer the game goes on - and defensive combat might lead to micromanagment of troops - but getting a Cure without negative effect removal variant as long as the tent is not destroyed of at least spell power level 17 (basic, 100 hp each usage) to level 14 (expert Cure, 100 hp each usage that way) does have its benefits.

See also


Heal Spells

Cure (Water Magic) (2x5hp@Basic, 4x5hp@Advanced, 6x5hp@Expert) and 5 hp each power point, removal of negative conditions/spells like Blind, but not Buffs.

One Cure does one round First Aid Expert heal on spell level 14 at Expert, or level 17 on Basic, level 16 on Advanced.

The First Aid tent does not remove negative conditions safe missing hp points.

Heal Features of Creatures

Life Drain of Vampire Lords and Regeneration