Death Ripple: Difference between revisions

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(armageddon vs death ripple in terms of damage points)
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[[Image:Death_ripple.jpg|frame|right]]
{{Earth spells}}{{Spell|0|0|0|0|0|95|0|0|0|0|0|0
[[Category: Spells]]
| school      = Earth Magic
{{spelltable|Earth Magic|10|Instant|2nd}}
| level      = 2nd
| cost        = 10/8
| duration    = instant
| 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    = Sends a wave of death across the battlefield which damages all non-undead units, dealing ('''20''' + (power x 5)) damage to them.
| 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]] 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]].


Damages all non-[[undead]] units.
'''Heroes starting with Death Ripple:'''
{{skills|Effect|Damage is 10+ [[Spell Power]] * 5|Cost is reduced by 2|Damage is 20+ [[Spell Power]] * 5|Damage is 30+ [[Spell Power]] * 5}}
* {{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}}


==Related artifact==
{{user commentary|
*[[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 Pendant of Life.


== Heroes that specialize in Death Ripple==
;Using Death Ripple
*[[Septienna]] a [[Necromancer]]
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.  
==Description==
Usually only used when commanding undead armies, Death Ripple isn't all that powerful because of the measly 5x damage, and you are usually better off casting something much more powerful. But it has its uses-you can use it to wake up your own blinded stacks in lieu of a [[Cure]] or [[Dispel]], or to wipe out enemy scouts who are running around with just 7 stacks of 1 fast creature each. The only [[Mage Guild]] you can find this spell in is the one in the [[Necropolis]].
__NOTOC__


===Comments===
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).


This spell is only useful early on in the game and should only be used through two scenarios: having an [[undead]] army or wearing the [[Pendant of Life]].
;Example - Level 2 Septienna (3 [[Spell power]], 2 [[Knowledge]]) with 4 [[Wight]]s versus 100 [[Pixie]]s
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.  


It can be seen as a mini-[[Armageddon]], with 1/10 the variable damage (1 [[spell power]] point resulting in 5 damage points with death ripple, 1 [[spell power]] point being 50 damage points with armageddon) and base damage points of 10/20/30 damage points instead of the 30/60/120 damage points [[secondary skill]] dependant base damage spread that armageddon has.
After the battle, Septienna can use a nearby [[Magic Well]] if present, and repeat this strategy with the Skeletons she has risen.  


Indubitably one of the most useless spells. The damage dealt doesn't scale enough with the Hero's Power, so it's a complete waste of mana unless your Power is 30+ (resulting in a maximum 180 points of damage at Expert (the damage spread being 160/170/180 (Basic/Adv/Expert)), without the +50% Earth damage [[Orb of Silt]], then it would be a measly damage of 270 damage points at Expert to any non-undead unit or any hero without the [[Pendant of Life]]) and even then it doesn't even tickle enemies in the end-game. [[User:Cid SilverWing|Cid SilverWing]]
;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.
}}{{end of user commentary}}
{{spell 'see also'}}
[[Category: Spells]]
__NOTOC__

Latest revision as of 11:42, 2 November 2024

School of Earth Magic
Symbol for School of Earth Magic
Level 1
 Magic Arrow *
 Shield
 Slow
 Stone Skin
 View Earth
Level 2
 Death Ripple
 Quicksand
 Visions *
Level 3
 Animate Dead
 Anti-Magic
 Earthquake
 Force Field
 Protection from Earth
Level 4
 Meteor Shower
 Resurrection
 Sorrow
 Town Portal
Level 5
 Implosion
 Summon Earth Elemental
School of Air Magic
School of Fire Magic
School of Water Magic
Death Ripple
School:  Earth Magic
Level:  2nd
Cost:  10/8
Duration:  instant
 Basic effect
Sends a wave of death across the battlefield which damages all non-undead units, dealing (10 + (power x 5)) damage to them.
 Advanced effect
Sends a wave of death across the battlefield which damages all non-undead units, dealing (20 + (power x 5)) damage to them.
 Expert effect
Sends a wave of death across the battlefield which damages all non-undead units, dealing (30 + (power x 5)) damage to them.
 Probability of occurrence (%):
Castle   0
Rampart   0
Tower   0 (0*)
Inferno   0
Necropolis   95
Dungeon   0
Stronghold   0
Fortress   0
Conflux   0
Cove Horn of the Abyss   0
Factory Horn of the Abyss   0
* Without Library

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:

Heroes specialising in Death Ripple:

Creatures immune to Death Ripple:

Artifacts that provide immunity to Death Ripple:

User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

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.

Using Death Ripple

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).

Example - Level 2 Septienna (3 Spell power, 2 Knowledge) with 4 Wights versus 100 Pixies

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.

Example - Level 3 Septienna (4 Spell Power, 2 Knowledge) with 4 Wights and 10 Walking Dead versus 50 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.


See also:[edit | hide]