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Heroes Community > Library of Enlightenment > Thread: How much does cure heal exactly?
Thread: How much does cure heal exactly?
ohforfsake
ohforfsake


Promising
Legendary Hero
Initiate
posted October 22, 2009 04:16 PM

How much does cure heal exactly?

I got the impression from the tribute to strategist file that cure heals maximum 50 health points each try, but I tried with a 48 health phoenix which got up to maximum health via cure:
Expert Water Magic
56 in power

So how does cures healing effect work exactly? I suppose with expert water, it's actually possible to avoid loosing your big level 7 units through towers via cure.

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted October 22, 2009 04:50 PM

I think you're referring to Master Genie's Cure (always 50HP). Normal Cure works as such (from heroesofmightandmagic.com):

Basic Water: ((Power x 5) + 10) health points.
Advanced: ((Power x 5) +20) health points.
Expert: ((Power x 5) + 30) health points.
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ohforfsake
ohforfsake


Promising
Legendary Hero
Initiate
posted October 22, 2009 07:44 PM

I see, thank you very much, I must have read your document wrong I suppose.

Also from your numbers, it seems like it's not a skill worth it, if you want to heal lvl 8-10 units, but it may work very well for lvl 7 units (that's assuming 1 unit survives the blow), so in general it's also assuming lvl 8-10 units are for later stages of the game, where the single unit isn't as important anymore.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted October 22, 2009 07:52 PM

All the information about the spells are found in the data, in sptraits.txt . For searching them, look at this topic
(in AoH the information should be correct, but is unfinished. It lacks on some information like spell cost(magic mastery reduces the cost), and the chances of appearing at each castle).
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TmacV
TmacV


Hired Hero
posted October 23, 2009 01:35 AM

Still seems like there are much better spells to use.

Ressurection comes to mind and if you have 56 sp power you shouldn't be worrying about 150-250 health of one tier 7 creature and the damage you recieve from turrets in a siege.
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Binabik
Binabik


Responsible
Legendary Hero
posted October 23, 2009 04:48 AM

Cure is an excellent spell in the early game but becomes less usefull later. In the early game with a single level 7 or a couple of level 6 units, it can make a difference between losing a high level unit, or winning/losing the fight. 10-20 points of cure can be huge in the beginning.

Later in the game with expert water, it's for curing adverse spells not for curing HP.

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TmacV
TmacV


Hired Hero
posted October 23, 2009 04:50 AM

Quote:
Cure is an excellent spell in the early game but becomes less usefull later. In the early game with a single level 7 or a couple of level 6 units, it can make a difference between losing a high level unit, or winning/losing the fight. 10-20 points of cure can be huge in the beginning.

Later in the game with expert water, it's for curing adverse spells not for curing HP.



I agree, but when original poster said he had 56 is spell power this is very late game and you would need a vast army to be able to get that much exp - hence my earlier comment
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ByteBandit
ByteBandit


Promising
Famous Hero
Soul Merchant
posted October 25, 2009 04:50 AM

Cure is just one of those spells I rarely use. In the beginning, it eats up valuable spell points that I can cast for something else - like Haste, Slow, Lightning, Shield....you get my drift.
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scythesong
scythesong


Adventuring Hero
posted October 25, 2009 08:58 AM

Quote:
Later in the game with expert water, it's for curing adverse spells not for curing HP

It has a few odd uses early game, but Cure is remains a great spell in late game for the reason above. Computer AI may not abuse Expert spells much, but human players love Expert Berserk, Blind, Slow...

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hobowu
hobowu


Known Hero
posted October 26, 2009 12:51 PM

Quote:
Cure is just one of those spells I rarely use. In the beginning, it eats up valuable spell points that I can cast for something else - like Haste, Slow, Lightning, Shield....you get my drift.


Cure is excellent on scouting heroes.
Take one hydra or devil, and off you go to clear the mines/crypts/stores

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wagawaga
wagawaga

Tavern Dweller
posted October 27, 2009 07:39 PM

I personally only use cure to remove status ailments, at expert in particular.
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Casihasi
Casihasi


Known Hero
posted October 29, 2009 01:18 AM

As mentioned, cure can be good early on high level creatures.
For the endgame it is often the last option if you lack other mass spells, or only got water magic.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted July 16, 2018 10:47 AM
Edited by phoenix4ever at 10:48, 16 Jul 2018.

I was wondering if the Cure specialty is ever worth anything?
I mean level 1-6 units have a maximum of 120 HP, (Black/Dread Knights) which you can easily heal with some spell power and/or Water Magic. Then there are level 7 units, which have 200-300 HP, (does'nt work on dragons without Orb Of Vulnerability though) but the bonus HP you get on level 7 units, from Cure specialty, is extremely little.
So is the Cure specialty ever worth it?

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phe
phe


Famous Hero
Life and Freedom
posted July 16, 2018 11:04 AM

Cure speciality could give extra immunity for spells that Cure removes...

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