Death Ripple and Disrupting Ray: Difference between pages

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{{Earth spells}}{{Spell|0|0|0|0|0|95|0|0|0|0|0
{{Air spells}}{{Spell|35|25|46|35|47|24|35|35|35|37|25
  | school      = Earth Magic
  | school      = Air Magic
  | level      = 2nd
  | level      = 2nd
  | cost        = 10/8
  | cost        = 10/8
  | duration    = instant
  | duration    = until end of combat
  | b_effect    = All creatures (except undead) troops take (10 + (power x 5)) damage.
  | b_effect    = Reduces target, enemy troop's defense rating by 3.
  | a_effect    = All creatures (except undead) troops take (20 + (power x 5)) damage.
  | a_effect    = Reduces target, enemy troop's defense rating by 4.
  | e_effect    = All creatures (except undead) troops take (30 + (power x 5)) damage.
  | e_effect    = Reduces target, enemy troop's defense rating by 5.
}} It damages all [[living]] creatures. Death ripple can only appear in [[necropolis]]' [[mage guild]]. Additionally, it can be learned from [[shrine of magic gesture]] or [[scholar]].
}} 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}}.


{{An|Pendant of Life}} makes its wearer's army immune to the death ripple spell.
=====Heroes specializing in Disrupting Ray:=====
* {{Hn|Aenain|Elementalist}}


{{Hn|Septienna|Necromancer}} starts with and specializes in the death ripple spell.
'''Units immune to Disrupting Ray:'''
 
'''Units immune to Death Ripple:'''
* {{Cn|Green Dragon|noname=}}{{Cn|Gold Dragon|name=Green and Gold Dragons}}
* {{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|Red Dragon|noname=}}{{Cn|Black Dragon|name=Red and Black Dragons}}
* All [[Undead]]
* {{Cn|Magic Elemental}}
* {{Cn|Magic Elemental}}
* {{Cn|Azure Dragon}}
* {{Cn|Azure Dragon}}


[[Category: Spells]]
[[Category:Spells]]
__NOTOC__
__NOTOC__

Revision as of 19:22, 25 March 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: