Disrupting Ray: Difference between revisions
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{{Air spells}}{{Spell|35|25|46|35|47|24|35|35|35|37|25| | {{Air spells}}{{Spell|35|25|46|35|47|24|35|35|35|37|25|25 | ||
| school = Air Magic | | school = Air Magic | ||
| level = 2nd | | level = 2nd |
Revision as of 16:07, 30 January 2024
Disrupting Ray | |||||||||||||||||||||||||
School: | Air Magic | ||||||||||||||||||||||||
Level: | 2nd | ||||||||||||||||||||||||
Cost: | 10/8 | ||||||||||||||||||||||||
Duration: | until end of combat | ||||||||||||||||||||||||
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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. The effect of each cast stays until combat ends. It is immune to dispel/cure, and even if the target was killed and resurrected the disrupting ray effect still remains. Usually, the overall effect is limited by zero defense level, but if the target's defense was buffed by spells or a defensive stance, it will go negative after the buffs expire.
Heroes starting with Disrupting Ray:
- Aenain the Elementalist
Heroes specialising in Disrupting Ray:
- Aenain the Elementalist
Creatures immune to Disrupting Ray:
Creatures capable of casting Disrupting Ray:
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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. |