Disrupting Ray: Difference between revisions

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{{Air spells}}{{Spell
{{Air spells}}{{Spell|35|25|46|35|47|24|35|35|35|37|25
  | school      = air magic
  | school      = Air Magic
  | level      = 2nd
  | level      = 2nd
  | cost        = 10
  | cost        = 10/8
  | 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}}.
=====Heroes specializing in Disrupting Ray:=====
* {{Hn|Aenain|Elementalist}}


== User comments & debate ==
'''Units immune to Disrupting Ray:'''
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. 
* {{Cn|Green Dragon|noname=}}{{Cn|Gold Dragon|name=Green and Gold Dragons}}
* {{Cn|Red Dragon|noname=}}{{Cn|Black Dragon|name=Red and Black Dragons}}
* {{Cn|Magic Elemental}}
* {{Cn|Azure Dragon}}


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.
'''Units capable of casting this spell:'''
 
* {{Cn|Sea Witch}}: (basic level){{-wh}}
It is also impossible to dispel/cure. The effects stay until combat ends.
* {{Cn|Sorceress}}: (advanced level){{-wh}}


[[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 00:49, 3 April 2020

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:  10/8
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   35
Rampart   25
Tower   46 (35*)
Inferno   47
Necropolis   24
Dungeon   35
Stronghold   35
Fortress   35
Conflux   37
Cove Horn of the Abyss   25
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.

Heroes specializing in Disrupting Ray:

Units immune to Disrupting Ray:

Units capable of casting this spell: