Disrupting Ray: Difference between revisions
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{{Air spells}}{{ | {{Air spells}}{{Spell | ||
| school = air magic | |||
| level = 2nd | |||
| cost = 10 | |||
| duration = until end of combat | |||
| b_effect = Reduces target, enemy troop's defense rating by 3. | |||
| a_effect = Reduces target, enemy troop's defense rating by 4. | |||
| 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}}. | |||
== User comments & debate == | |||
== | |||
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 [[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. | 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 [[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. | ||
It is also impossible to dispel/cure. The effects stay until combat ends. | It is also impossible to dispel/cure. The effects stay until combat ends. | ||
[[Category:Spells]] | [[Category:Spells]] |
Revision as of 08:27, 3 February 2014
Disrupting Ray | |||||||||||||||||||||||||
School: | air magic | ||||||||||||||||||||||||
Level: | 2nd | ||||||||||||||||||||||||
Cost: | 10 | ||||||||||||||||||||||||
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.
User comments & debate
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.
It is also impossible to dispel/cure. The effects stay until combat ends.