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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:
'''Moat''' is a defensive structure in front of the [[wall]]s in towns with [[Citadel]] or [[Castle (structure)|Castle]]. The original {{roe}} version or the {{ab}} did not have moats. They were introduced in {{sod}} expansion. Attacing or defending hero's creatures:
* 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
* on the moat moat suffer additional 10% damage from non-magic attacks
* have their defense reduced by 3.
* are not able to move across the moat during combat round, but are forced to stop on the moat for the the rest of the round
* take damage from entering the moat and for each round they stay in this moat.
* take damage from entering the moat and for each round they stay in this moat.
Moats in {{roe}} and {{ab}} versions did not cause any damage (except Tower's land mines). That effect was introduced in {{sod}} expansion.


=== Damage of the moat ===
   
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]], [[Conflux]], and [[Cove]]{{-wh}} have water as a moat that causes 70 points of damage
* [[Rampart]] has brambles as a moat that cause 70 points of damage
* [[Stronghold]] has wooden spikes as a moat that cause 70 points of damage
* [[Necropolis]] has a boneyard as a moat that causes 70 points of damage
* [[Factory]]{{-wh}} has barbs as a moat that causes 70 points of damage
* [[Dungeon]] has boiling oil as a moat that causes 90 points of damage
* [[Inferno]] has lava as a moat that causes 90 points of damage
* [[Fortress]] has boiling tar as a moat that is 2 hexes wide and causes 90 points of damage
* [[Tower]] does not have a moat per se, but has landmines in front of the wall (minim 150 points of damage, see below).


There are few cases when creatures do not suffer damage from the moat:
==Damage==
* [[Teleport]]ed creatures teleported into moat
*[[Castle]] (Water) = 70 Damage
* Spellcasters ending their turn in moat when they have cast spell that turn
*[[Rampart]] (Brambles) = 70 Damage
* The stack receives bad [[morale]] while in moat
*[[Stronghold]] (Wooden Spikes) = 70 Damage
* The stack is [[blind]]ed in moat
*[[Necropolis]] (Boneyard) = 70 Damage
* The stack is paralyzed by a [[Manticore_and_Scorpicore|Scorpicore]] in moat
*[[Fortress]] (Boiling Tar) = 90 Damage (2 hexes)
*[[Dungeon]] (Boiling Oil) = 90 Damage
*[[Inferno]] (Lava) = 90 Damage
*[[Tower]] (Landmines) = Special


=== Tower's Land Mines ===
===Tower mines===
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:
*The landmines are cast with advanced [[Fire Magic]] on [[Spell Power]] 10.
*They are the only town defending system influenced by the visiting hero.  
*[[Protection from Fire]] will reduce the damage they make.
*Defending creatures won't let the mines explode.


{{Math|10 × P + L}}
;Damage formula : 10 x 10 spell power + 50 = 150 damage.


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:
====Increasing damage====
* at least 13 spell power without Fire Magic, or with Basic Fire Magic,
They will do 150 damage at minimum. Stronger hero stats will increase the damage.
* at least 11 spell power with Advanced Fire Magic, or
* at least 6 spell power with Expert Fire Magic.


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:
To increase the damage of the land mines the hero needs:
* at least 4 power skill without Fire Magic or with Basic Fire Magic; or
*Spellpower 14 without/with basic Fire Magic
* Advanced or Expert Fire Magic
*Spellpower 11 with advanced  Fire Magic and
*Spellpower 6 with expert  Fire Magic


'''Other noteworthy facts:'''
The [[Orb of Tempestuous Fire]] will always increase the damage by 50%. The hero does not need a [[Spell Book]].
* [[Protection from Fire]] will reduce the damage of the land mines.
 
* The [[Orb of Tempestuous Fire]] will increase the damage of the mines by 50%.
====Fire immunity / Spell resistance====
* The mines can be removed with expert level [[Dispel]] spell.
*The mines will not explode on creatures with fire immunity.
* Creatures that are unaffected by the mines (they will not explode):
*The mines will not affect creatures with 100% spell immunity. (Some dragons.)
** All defending creatures
 
** Creatures with fire magic immunity (e.g. [[Fire Elemental]]s).
====Removing / disabling them====
** Creatures with spell immunity (e.g. [[Black Dragon]]s).
*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.
*If either of the heroes has the [[Recanter's Cloak]] equipped, all creatures will be immune to the mines.
* 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.


[[Category: Combat]]
[[Category: Combat]]
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