First Aid

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Revision as of 12:09, 27 July 2014 by 91.119.222.29 (talk) (added heal spells, heal features of creatures (linking, i liek))
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Secondary skills
Expert Air Magic.png Air Magic
Expert Archery.png Archery
Expert Armorer.png Armorer
Expert Artillery.png Artillery
Expert Ballistics.png Ballistics
Expert Diplomacy.png Diplomacy
Expert Eagle Eye.png Eagle Eye
Expert Earth Magic.png Earth Magic
Expert Estates.png Estates
Expert Fire Magic.png Fire Magic
Expert First Aid.png First Aid
Expert Intelligence.png Intelligence
Expert Leadership.png Leadership
Expert Learning.png Learning
Expert Logistics.png Logistics
Expert Luck.png Luck
Expert Mysticism.png Mysticism
Expert Navigation.png Navigation
Expert Necromancy.png Necromancy
Expert Offense.png Offense
Expert Pathfinding.png Pathfinding
Expert Resistance.png Resistance
Expert Scholar.png Scholar
Expert Scouting.png Scouting
Expert Sorcery.png Sorcery
Expert Tactics.png Tactics
Expert Water Magic.png Water Magic
Expert Wisdom.png Wisdom
Expert Interference.png Interference Horn of the Abyss
First Aid
Basic First Aid.png 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.png 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.png 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. 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.

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.

Cure does one round First Aid Expert heal on spell level 10 at Expert. The First Aid tent does not remove negative conditions safe missing hp points.

Heal Features of Creatures

Life Drain of Vampire Lords Regeneration