Cure: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
| Line 20: | Line 20: | ||
'''Units immune to Cure:''' | '''Units immune to Cure:''' | ||
{{immune|spell123=1|spell1234=1|spell12345=1}} | |||
{{user commentary| | {{user commentary| | ||
Revision as of 21:53, 19 May 2021
| Cure | ||
|---|---|---|
| ||
| School: | Water Magic | |
| Level: | 1st | |
| Cost: | 6/5 | |
| 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 (%): | ||
| 54 | ||
| 54 | ||
| 39 (31*) | ||
| 31 | ||
| 0 | ||
| 30 | ||
| 31 | ||
| 53 | ||
| 31 | ||
| 31 | ||
| * Without Library | ||
Heroes with Cure as a starting spell:
Heroes with Cure as a specialty:
Units immune to Cure:
User Commentary
Show User Commentary
Hide User Commentary
Cure 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.

