Disrupting Ray: Difference between revisions

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(defense linkage)
(REVERT)
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  | cost        = 10
  | cost        = 10
  | duration    = until end of combat
  | duration    = until end of combat
  | b_effect    = Debuff, single target, [[defense]] decrease by 3 points, everytime.
  | b_effect    = Reduces target, enemy troop's defense rating by 3.
  | a_effect    = Debuff, single target, [[defense]] decrease by 4 points, everytime.
  | a_effect    = Reduces target, enemy troop's defense rating by 4.
  | e_effect    = Debuff, single target, [[defense]] decrease by 5 points, everytime.
  | e_effect    = Reduces target, enemy troop's defense rating by 5.
}}  
}} It reduces target, enemy creature stack's [[Primary skill#Defense_skill|defense]]. Disrupting ray may be cast on same stack repeatedly, making it the only cumulative spell in {{homm3}}.
 
It reduces target, enemy creature stack's [[Primary skill#Defense_skill|defense]]. Disrupting ray may be cast on same stack repeatedly, making it the only cumulative spell in {{homm3}}.


== User comments & debate ==
== User comments & debate ==
The advantage of this spell is that effects are cumulative over the duration of the first casting, for as many times as you can cast it.   
The advantage of this spell is that effects are cumulative over the duration of the first casting, for as many times as you can cast it.  The most typical use is on a [[Blind]]ed stack, dropping defense down to zero before all friendly troops attack, making for an easy and quick kill of an otherwise tough opponent.
 
The most typical use is on a [[Blind]]ed stack, dropping defense down to zero before all friendly troops attack, making for an easy and quick kill of an otherwise tough opponent.


It is also impossible to dispel/cure. The effects stay until combat ends.
It is also impossible to dispel/cure. The effects stay until combat ends.


[[Category:Spells]]
[[Category:Spells]]
 
__NOTOC__
== Similiar Spells ==
[[Slayer]] Increased attack rating against level 7 creatures, [[Behemoth]]s, [[Dragon]]s and [[Hydra]]s at Basic, [[Devil]]s and [[Angel]]s at Advanced, [[Titan]]s at Expert.

Revision as of 04:17, 1 August 2014

School of Air Magic
Symbol for the School of Air Magic
Level 1
 Haste
 Magic Arrow *
 View Air
Level 2
 Disguise
 Disrupting Ray
 Fortune
 Lightning Bolt
 Precision
 Protection from Air
 Visions *
Level 3
 Air Shield
 Destroy Undead
 Hypnotize
Level 4
 Chain Lightning
 Counterstrike
Level 5
 Dimension Door
 Fly
 Magic Mirror
 Summon Air Elemental
 Titan's Lightning Bolt
School of Earth Magic
School of Fire Magic
School of Water Magic
Disrupting Ray
School:  air magic
Level:  2nd
Cost:  10
Duration:  until end of combat
 Basic effect
Reduces target, enemy troop's defense rating by 3.
 Advanced effect
Reduces target, enemy troop's defense rating by 4.
 Expert effect
Reduces target, enemy troop's defense rating by 5.
 Probability of occurrence (%):
Castle   
Rampart   
Tower    (*)
Inferno   
Necropolis   
Dungeon   
Stronghold   
Fortress   
Conflux   
Cove Horn of the Abyss   
Factory Horn of the Abyss   
* Without Library

Disrupting Ray is a 2nd level spell in the School of air magic. It reduces target, enemy creature stack's defense. Disrupting ray may be cast on same stack repeatedly, making it the only cumulative spell in Heroes of Might and Magic III.

User comments & debate

The advantage of this spell is that effects are cumulative over the duration of the first casting, for as many times as you can cast it. The most typical use is on a Blinded stack, dropping defense down to zero before all friendly troops attack, making for an easy and quick kill of an otherwise tough opponent.

It is also impossible to dispel/cure. The effects stay until combat ends.