![]() Even spellcasting class units often have the ability to project fire in addition to their regular abilities. Then there is healing sites you can find on a map, you might send out scouts and hope you come accross one that can be gotten to safely.Summary Like their dragon ancestors, draconians have a strong affinity to Fire – many of their units have high resistance or even immunity to fire, all of their inherent ranged units have fire-based attacks, and their priests have the ability to add significant additional fire damage to the attacks of other draconians. Yes these two spells stack causing units to each heal 10hp a turn. Where as life domain causes healing to double which heals the high level units more. Purifying water helps low level units most, since it causes units to heal 5 hp a turn instead of their normal healing and level 4's usually heal 4hp anyways. Spells of life domain and purifying water help units heal faster. (at least if you dont have a bunch of other combat spells AI can cast as well) Or in tactical combat of course. Summoned units don't heal at all unless in your domain.įor spells besides the healing spell, in FC healing shower can help you to be more assured of having units that come out of combat with more health. In dwiggs life domain ability is a weakened regeneration. Hero regeneration upgrade of course helps with healing for that hero. Heroes in dwiggs seem to usually heal 2hp a turn unless other abilities.(when they have hp of 22-30 this can take awhile) So higher stats may help a unit/hero heal slightly faster. It seems you tend to get more HP out of it as well (maybe just its max healing where in combat it can vary)Īs a general rule units heal 1hp per level per turn(plus healing ability healing etc) But this isn't always so and Im not sure why. Actually, if healing ability is not used that turn, it can contribute to the healing of several units, unlike combat it can be spread out. ![]()
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