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
  | cost        = 10/8
  | cost        = 10/8
  | duration    = until end of combat
  | duration    = until end of combat
  | b_effect    = Reduces target, enemy troop's defense rating by 3.
  | b_effect    = Reduces the selected enemy unit's defense strength by 3. A single enemy may be targeted multiple times by this spell.
  | a_effect    = Reduces target, enemy troop's defense rating by 4.
  | a_effect    = Reduces the selected enemy unit's defense strength by '''4'''. A single enemy may be targeted multiple times by this spell.
  | e_effect    = Reduces target, enemy troop's defense rating by 5.
  | e_effect    = Reduces the selected enemy unit's defense strength by '''5'''. A single enemy may be targeted multiple times by this spell.
}} 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}}.
}} 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}}. 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 specializing in Disrupting Ray:'''
'''Heroes starting with Disrupting Ray:'''
* {{Hn|Aenain|Elementalist}}
* {{Hn|Aenain|Elementalist}}
 
'''Heroes specialising in Disrupting Ray:'''
'''Units immune to Disrupting Ray:'''
* {{Hn|Aenain|Elementalist}}
* {{Cn|Green Dragon|noname=}}{{Cn|Gold Dragon|name=Green and Gold Dragons}}
'''Creatures immune to Disrupting Ray:'''
* {{Cn|Red Dragon|noname=}}{{Cn|Black Dragon|name=Red and Black Dragons}}
{{immune|spell123=1|spell1234=1|spell12345=1}}
* {{Cn|Magic Elemental}}
'''Creatures capable of casting Disrupting Ray:'''
* {{Cn|Azure Dragon}}
* {{Cn|Sea Witch}} (Basic level){{-wh}}
 
* {{Cn|Sorceress}} (Advanced level){{-wh}}
'''Units capable of casting this spell:'''
* {{Cn|Sea Witch}}: (basic level){{-wh}}
* {{Cn|Sorceress}}: (advanced level){{-wh}}


{{user commentary|
{{user commentary|
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.
This includes killing and resurrecting the stack, a method which is capable of getting rid of any other conditions.
}}{{end of user commentary}}
}}{{end of user commentary}}


[[Category:Spells]]
[[Category:Spells]]
__NOTOC__
__NOTOC__

Latest revision as of 16:07, 30 January 2024

School of Air Magic
Symbol for the School of Air Magic
Level 1
 Haste
 Magic Arrow *
 View Air
Level 2
 Disguise
 Disrupting Ray
 Fortune
 Lightning Bolt
 Precision
 Protection from Air
 Visions *
Level 3
 Air Shield
 Destroy Undead
 Hypnotize
Level 4
 Chain Lightning
 Counterstrike
Level 5
 Dimension Door
 Fly
 Magic Mirror
 Summon Air Elemental
 Titan's Lightning Bolt
School of Earth Magic
School of Fire Magic
School of Water Magic
Disrupting Ray
School:  Air Magic
Level:  2nd
Cost:  10/8
Duration:  until end of combat
 Basic effect
Reduces the selected enemy unit's defense strength by 3. A single enemy may be targeted multiple times by this spell.
 Advanced effect
Reduces the selected enemy unit's defense strength by 4. A single enemy may be targeted multiple times by this spell.
 Expert effect
Reduces the selected enemy unit's defense strength by 5. A single enemy may be targeted multiple times by this spell.
 Probability of occurrence (%):
Castle   35
Rampart   25
Tower   46 (35*)
Inferno   47
Necropolis   24
Dungeon   35
Stronghold   35
Fortress   35
Conflux   37
Cove Horn of the Abyss   25
Factory Horn of the Abyss   25
* Without Library

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:

Heroes specialising in Disrupting Ray:

Creatures immune to Disrupting Ray:

Creatures capable of casting Disrupting Ray:

User commentary

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

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.