Death Ripple

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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   ???
* 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:

Creatures immune to Death Ripple:

Artifacts that provide immunity to Death Ripple:

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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.