Interference: Difference between revisions
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Artifacts Interference HOTA PR.png|Early [[Interference]] artifacts and icons<br>(art by [[Agar (Artist)|Agar]]) | Artifacts Interference HOTA PR.png|Early [[Interference]] artifacts and icons<br>(art by [[Agar (Artist)|Agar]]) | ||
</gallery> | </gallery> | ||
{{fanopinion|Inteference is only useful on heroes aiming to face opposing heroes. Even then its use is limited to shortening the duration or damage of opponent's spells, reducing the amount of hit points they might resurrect, or the number of elementals they might summon. | |||
In quick skirmish games with small armies, where spell damage or elementals matter, it might be useful, but in other formats it is mostly a wasted slot. | |||
For other, non-main heroes it is completely useless.}} <!-- end of opinion --> | |||
{{secondary skill 'see also'}} | {{secondary skill 'see also'}} | ||
[[Category: Secondary skills]] | [[Category: Secondary skills]] | ||
Revision as of 07:42, 25 November 2025
Classes unable to learn Interference:
(They can only acquire the skill from Scholars, Witch Huts, Seer's Huts, Events or Pandora's Boxes).
Out of all the magic hero classes, only
Battle Mages and
Navigators can learn Interference, but the probability of learning it is still very low.
Heroes with Interference as a starting skill:

Ufretin the Ranger

Clancy the Ranger

Fafner the Alchemist

Ignatius the Demoniac

Straker the Death Knight

Ajit the Overlord

Krellion the Barbarian

Saurug the Battle Mage

Bron the Beastmaster

Zilare the Navigator
Heroes with Interference as a specialty and a starting skill (5% bonus per level to the skill):
Related factors:
Charm of Eclipse: reduces enemy's Spell Power by 10%
Seal of Sunset: reduces enemy's Spell Power by 10%
Plate of Dying Light: reduces enemy's Spell Power by 25%
Chance to get
Out of total (112 + Interference chance). Banned skills change the probability.
| Town | Class | Chance to learn |
|---|---|---|
| Knight | 5 | |
| Cleric | 0 (impossible) | |
| Ranger | 9 (highest) | |
| Druid | 0 (impossible) | |
| Alchemist | 5 | |
| Wizard | 0 (impossible) | |
| Demoniac | 6 | |
| Heretic | 0 (impossible) | |
| Death Knight | 5 | |
| Necromancer | 0 (impossible) | |
| Overlord | 6 | |
| Warlock | 0 (impossible) | |
| Barbarian | 6 | |
| Battle Mage | 1 | |
| Beastmaster | 5 | |
| Witch | 0 (impossible) | |
| Planeswalker | 2 | |
| Elementalist | 0 (impossible) | |
| Captain | 3 | |
| Navigator | 1 | |
| Mercenary | 4 | |
| Artificer | 0 (impossible) |
Gallery
User Commentary
Inteference is only useful on heroes aiming to face opposing heroes. Even then its use is limited to shortening the duration or damage of opponent's spells, reducing the amount of hit points they might resurrect, or the number of elementals they might summon.
In quick skirmish games with small armies, where spell damage or elementals matter, it might be useful, but in other formats it is mostly a wasted slot.
For other, non-main heroes it is completely useless.


