Solo:Nature's Cure
Revision as of 05:14, 20 October 2010 by Wikibot (talk | contribs) (Changed protection level for "Solo:Nature's Cure" ([edit=autoconfirmed] (indefinite) [move=sysop] (indefinite)))
Eradication | Verdant | Ascendant | Phantasm | Nether | Plain
Spell Attributes | Lists of Simple, Average, Complex, Ultimate & Ancient Spells
This spell uses the energy of nature to rejuvenate and heal damage of your troops. Grass and bushes grow tall and flowers bloom around your units, expanding their natural energy to heal all lost hit points. Area of effect: all your units.
Spell Statistics | |
Name | Nature's Cure |
Magic Speciality | Verdant |
Rank | Average |
Attributes | Instant/Battle |
Cast Turn | - |
Cast M.P. | 2,000 |
Research Cost | 1,000 |
Upkeep Cost | none |
Servers |
Blitz |
Guildwar |
Lightning |
Arch |
Solo |
Beta |
Related Unit |
Effects
Heals an amount of HP to a stack. Similar to the Ascendant spell, healing.
- ONCOLOR: 2 + 2.14 * SL / MaxGreenSL
- ~4.14hp per unit in the stack (1000 units = 4140hp healed)
- OFFCOLOR: 2 + 1.07 * SL / MaxGreenSL
- ~3hp per unit in the stack (1000 units = 3000hp healed)
- OPPOSITE: 2 + 0.535 * SL / MaxGreenSL
- ~2.5hp per unit in the stack (1000 units = 2500hp healed)
- Example: If you have 1,000,000 Skeletons in a stack, it would heal approximately 4,400,000 HP worth of Skeletons(or the equivalent of around 62,800 Skeletons). If 60,000 Skeletons were killed in the battle, it is possible that the on color Nature's Cure Spell could potentially resurrect all of the 60,000 Skeletons.