Death Ripple: Difference between revisions
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{{Earth spells}}{{Spell|0|0|0|0|0|95|0|0|0|0 | {{Earth spells}}{{Spell|0|0|0|0|0|95|0|0|0|0|0|0 | ||
| school = Earth Magic | | school = Earth Magic | ||
| level = 2nd | | level = 2nd | ||
| cost = 10 | | cost = 10/8 | ||
| duration = instant | | duration = instant | ||
| b_effect = | | b_effect = Sends a wave of death across the battlefield which damages all non-undead units, dealing (10 + (power x 5)) damage to them. | ||
| a_effect = | | a_effect = Sends a wave of death across the battlefield which damages all non-undead units, dealing ('''20''' + (power x 5)) damage to them. | ||
| e_effect = | | e_effect = Sends a wave of death across the battlefield which damages all non-undead units, dealing ('''30''' + (power x 5)) damage to them. | ||
}} 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 damages all [[living]] and even [[non-living]] creatures. Death ripple can only appear in [[necropolis]]' [[mage guild]]. Additionally, it can be learned from [[shrine of magic gesture]] or [[scholar]]. | ||
{{An|Pendant of Life}} | '''Heroes starting with Death Ripple:''' | ||
* {{Hn|Septienna|Necromancer}} | |||
'''Heroes specialising in Death Ripple:''' | |||
* {{Hn|Septienna|Necromancer}} | |||
'''Creatures immune to Death Ripple:''' | |||
* [[War Machine]]s | |||
* [[Undead]] | |||
{{immune|spell123=1|spell1234=1|spell12345=1}} | |||
'''Artifacts that provide immunity to Death Ripple:''' | |||
* {{An|Pendant of Life}} | |||
{{ | {{user commentary| | ||
Although the damage dealt by Death Ripple may seem very low at first glance, it can be very effective early on in the game if used properly. This applies not only to Necropolis, but to any faction that can obtain some undead troops or the Pendant of Life. | |||
Although the damage dealt by Death Ripple may seem very low at first glance, it can be very effective early on in the game if used properly. This applies not only to Necropolis, but to any faction that can obtain some undead troops or the | |||
;Using Death Ripple | ;Using Death Ripple | ||
Line 27: | Line 34: | ||
;Example - Level 3 Septienna (4 Spell Power, 2 Knowledge) with 4 Wights and 10 Walking Dead versus 50 [[Marksman|Marksmen]] | ;Example - Level 3 Septienna (4 Spell Power, 2 Knowledge) with 4 Wights and 10 Walking Dead versus 50 [[Marksman|Marksmen]] | ||
In this case the same strategy as above is used. This time Septienna will lose the battle, but will have time to retreat. As a result of this fight, the Marksman count is now reduced by 28, which makes it much easier for the main hero to clear out the Marksmen stack and take whatever they were guarding. | In this case the same strategy as above is used. This time Septienna will lose the battle, but will have time to retreat. As a result of this fight, the Marksman count is now reduced by 28, which makes it much easier for the main hero to clear out the Marksmen stack and take whatever they were guarding. | ||
}}{{end of user commentary}} | |||
{{spell 'see also'}} | |||
[[Category: Spells]] | [[Category: Spells]] | ||
__NOTOC__ | __NOTOC__ |
Latest revision as of 11:42, 2 November 2024
Death Ripple | |||||||||||||||||||||||||
School: | Earth Magic | ||||||||||||||||||||||||
Level: | 2nd | ||||||||||||||||||||||||
Cost: | 10/8 | ||||||||||||||||||||||||
Duration: | instant | ||||||||||||||||||||||||
Basic effect | |||||||||||||||||||||||||
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Death Ripple is a 2nd level spell in the School of Earth Magic. It damages all living and even non-living creatures. Death ripple can only appear in necropolis' mage guild. Additionally, it can be learned from shrine of magic gesture or scholar.
Heroes starting with Death Ripple:
- Septienna the Necromancer
Heroes specialising in Death Ripple:
- Septienna the Necromancer
Creatures immune to Death Ripple:
Artifacts that provide immunity to Death Ripple:
User commentary
[Show user commentary]
[Hide user commentary]
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Although the damage dealt by Death Ripple may seem very low at first glance, it can be very effective early on in the game if used properly. This applies not only to Necropolis, but to any faction that can obtain some undead troops or the Pendant of Life.
Death Ripple deals damage to all enemy stacks on the battlefield. As a result, it becomes stronger the more enemy stacks are present. In order to maximize the effectiveness of Death Ripple, it is therefore advised to use it when attacking a neutral army stack that has a significant army advantage. When doing this, the AI will split the units in that group to 7 stacks and therefore multiplying Death Ripple's damage by 7. This works best on low-leveled units, as they are easily killed by the damage from Death Ripple. Higher level units will survive because of their higher health. Wights and Walking Dead are useful for this strategy for several reasons. They are both undead and easy to acquire early on in the game, walking dead can take high amounts of damage before dying and wights can regenerate health. Aside from clearing enemy stacks, another use of Death Ripple is to remove Blind from your own units by dealing damage to them. It can also be used to kill enemy scouts (as they often have 7 weak creature stacks).
Because 100 Pixies has a much higher army strength than 4 wights, the pixies will split up into 7 stacks with 14 pixies in each stack when the battle starts. On hard difficulty and above, all pixies will wait on their first turn. This opens up the opportunity to use Death Ripple before the Wights die. On the first turn, Septienna uses Death Ripple and uses the Defend command on the wights. In each stack, 5 pixies die from the death ripple (65 pixies remain). The pixies fly across the battlefield on the following round and attacks the wights, but since they are on the edge of the battlefield, only 3 pixies can attack the wights. 1 or 2 wights die, but now it is Septienna's turn. She uses Death Ripple again, killing 35 more pixies. At this point there are only 4 pixies left in each stack, and the wights can finish them off alone because of their ability to regenerate health every turn. After the battle, Septienna can use a nearby Magic Well if present, and repeat this strategy with the Skeletons she has risen.
In this case the same strategy as above is used. This time Septienna will lose the battle, but will have time to retreat. As a result of this fight, the Marksman count is now reduced by 28, which makes it much easier for the main hero to clear out the Marksmen stack and take whatever they were guarding. |