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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, as they were introduced in {{sod}} expansion. The moat has different effects in siege combat. Both attcking and defending 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 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 ===
==== 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:
All moats cause damage to creatures if they are forced to cross the moat. 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
* [[Castle]] has water as moat and cause 70 points of damage
* [[Rampart]] has brambles as a moat that cause 70 points of damage
* [[Rampart]] has brambles as moat and cause 70 points of damage
* [[Stronghold]] has wooden spikes as a moat that cause 70 points of damage
* [[Stronghold]] has wooden spikes as moat and cause and cause 70 points of damage
* [[Necropolis]] has a boneyard as a moat that causes 70 points of damage
* [[Necropolis]] has boneyard as moat and cause 70 points of damage
* [[Factory]]{{-wh}} has barbs as a moat that causes 70 points of damage
* [[Fortress]] has boiling tar as moat (2 hexes wide) and cause 90 points of damage
* [[Dungeon]] has boiling oil as a moat that causes 90 points of damage
* [[Dungeon]] has boiling oil as moat and cause 90 points of damage
* [[Inferno]] has lava as a moat that causes 90 points of damage
* [[Inferno]] has lava as moat and cause 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.
* [[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:
==== Tower's Land Mines ====
* [[Teleport]]ed creatures teleported into moat
Tower's [[Land Mine|land mines]] work in a similar way as the the spell of the same name. The damage it calculated with the formula:
* Spellcasters ending their turn in moat when they have cast spell that turn
* The stack receives bad [[morale]] while in moat
* The stack is [[blind]]ed in moat
* The stack is paralyzed by a [[Manticore_and_Scorpicore|Scorpicore]] in moat


=== Tower's Land Mines ===
{{Math|10 × P + 50}}
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:


{{Math|10 × P + L}}
where P is the value of [[Primary Skill|power skill]]. However, the mines always does at least 150 points of damage, which is equal to the spell Land Mine cast with expert [[Fire Magic]] and a spell power of 10. The higher the hero's spell power is, the more the land mines will cause damage. To increase the damage further, the hero needs:
 
* to have power skill at least 14 without Fire Magic or basic Fire Magic
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 have power skill at least 11 with advanced Fire Magic, or
* at least 13 spell power without Fire Magic, or with Basic Fire Magic,
* to have power skill at least 6 with expert Fire Magic.
* 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:
* at least 4 power skill without Fire Magic or with Basic Fire Magic; or
* Advanced or Expert Fire Magic


'''Other noteworthy facts:'''
'''Other noteworthy facts:'''
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** Creatures with spell immunity (e.g. [[Black Dragon]]s).
** 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.  
** 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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