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| '''Moat''' is a defensive structure in front of the [[wall]]s in towns with [[Citadel]] or [[Castle (structure)|Castle]]. The moat has different effects in [[siege]] combat. Both attacking and defending creatures:
| | Since SoD there are additional Moats for the town defense. |
| * are not able to move across the moat during combat round, but are forced to stop on the moat for the rest of the round | | ==Information== |
| * have their defense reduced by 3.
| | *If a creature is in the Moat it takes 10% additional damage by non-magic attacks. |
| * take damage from entering the moat and for each round they stay in this moat. | | *The creature is not able to cross the Moat in one turn and stops into the turn. |
| Moats in {{roe}} and {{ab}} versions did not cause any damage (except Tower's land mines). That effect was introduced in {{sod}} expansion.
| | *Creatures take damage for entering the Moat and for each round they stay in this moat. (For the [[Tower]] towns, each hex movement along the moat if the mines weren't already cleared) |
| | *They don't take damage if they leave the Moat. |
| | *Not only the attacking creatures but also the defending creatures will take damage! |
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| === Damage of the moat ===
| | ==Damage== |
| Moats cause damage to creatures when they enter the moat, or end a turn into one. The amount of damage depends on the town type as follows:
| | *[[Castle]] (Water) = 70 Damage |
| * [[Castle]], [[Conflux]], and [[Cove]]{{-wh}} have water as a moat that causes 70 points of damage | | *[[Rampart]] (Brambles) = 70 Damage |
| * [[Rampart]] has brambles as a moat that cause 70 points of damage | | *[[Stronghold]] (Wooden Spikes) = 70 Damage |
| * [[Stronghold]] has wooden spikes as a moat that cause 70 points of damage | | *[[Necropolis]] (Boneyard) = 70 Damage |
| * [[Necropolis]] has a boneyard as a moat that causes 70 points of damage | | *[[Fortress]] (Boiling Tar) = 90 Damage (2 hexes) |
| * [[Factory]]{{-wh}} has barbs as a moat that causes 70 points of damage | | *[[Dungeon]] (Boiling Oil) = 90 Damage |
| * [[Dungeon]] has boiling oil as a moat that causes 90 points of damage | | *[[Inferno]] (Lava) = 90 Damage |
| * [[Inferno]] has lava as a moat that causes 90 points of damage | | *[[Tower]] (Landmines) = Special |
| * [[Fortress]] has boiling tar as a moat that is 2 hexes wide and causes 90 points of damage
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| * [[Tower]] does not have a moat per se, but has landmines in front of the wall (minim 150 points of damage, see below). | |
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| There are few cases when creatures do not suffer damage from the moat:
| | ===Tower mines=== |
| * [[Teleport]]ed creatures teleported into moat | | *The landmines are cast with advanced [[Fire Magic]] on [[Spell Power]] 10. |
| * Spellcasters ending their turn in moat when they have cast spell that turn
| | *They are the only town defending system influenced by the visiting hero. |
| * The stack receives bad [[morale]] while in moat
| | *[[Protection from Fire]] will reduce the damage they make. |
| * The stack is [[blind]]ed in moat | | *Defending creatures won't let the mines explode. |
| * The stack is paralyzed by a [[Manticore_and_Scorpicore|Scorpicore]] in moat | |
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| === Tower's Land Mines === | | ;Damage formula : 10 x 10 spell power + 50 = 150 damage. |
| Tower's land mines are a special case as they are not a moat per se. The mines work in very similar way as the spell [[Land Mine]]. The damage is calculated with the formula:
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| {{Math|10 × P + L}}
| | ====Increasing damage==== |
| | They will do 150 damage at minimum. Stronger hero stats will increase the damage. |
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| where P is the value of [[Primary Skill|power skill]], and L is a constant based on the level of expertise in [[Fire Magic]] the defending hero has (25 for Basic, 50 for Advanced, and 100 for Expert). A minimum damage for the mines of 150 was introduced in {{sod}}. To exceed the minimum damage in Shadow of Death version, a defending hero must be present and the hero must have:
| | To increase the damage of the land mines the hero needs: |
| * at least 13 spell power without Fire Magic, or with Basic Fire Magic, | | *Spellpower 14 without/with basic Fire Magic |
| * at least 11 spell power with Advanced Fire Magic, or | | *Spellpower 11 with advanced Fire Magic and |
| * at least 6 spell power with Expert Fire Magic. | | *Spellpower 6 with expert Fire Magic |
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| In Restoration of Erathia and Armageddon's Blade versions, there is a base damage of 55, which is only used when no defending hero is present. To exceed this a defending hero must have:
| | The [[Orb of Tempestuous Fire]] will always increase the damage by 50%. The hero does not need a [[Spell Book]]. |
| * at least 4 power skill without Fire Magic or with Basic Fire Magic; or
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| * Advanced or Expert Fire Magic
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| '''Other noteworthy facts:'''
| | ====Fire immunity / Spell resistance==== |
| * [[Protection from Fire]] will reduce the damage of the land mines.
| | *The mines will not explode on creatures with fire immunity. |
| * The [[Orb of Tempestuous Fire]] will increase the damage of the mines by 50%. | | *The mines will not affect creatures with 100% spell immunity. (Some dragons.) |
| * The mines can be removed with expert level [[Dispel]] spell.
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| * Creatures that are unaffected by the mines (they will not explode):
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| ** All defending creatures
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| ** Creatures with fire magic immunity (e.g. [[Fire Elemental]]s).
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| ** Creatures with spell immunity (e.g. [[Black Dragon]]s). | |
| ** If either of the heroes has the [[Recanter's Cloak]] equipped, all creatures will be immune to the mines.
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| * If an enemy has a creature on their native terrain, it prevents the Land Mine spell from being cast, but has no effect on troops being damaged by the Tower's Land Mine moat.
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| | ====Removing / disabling them==== |
| | *The mines can be [[Dispel]]led. With expert [[Water Magic]] you can dispel all the mines at once. |
| | *If either of the heroes has the [[Recanter's Cloak]] equipped, all creatures will be immune to the mines. |
| [[Category: Combat]] | | [[Category: Combat]] |
| __NOTOC__
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