Moat: Difference between revisions

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Revision as of 21:42, 28 April 2008

Since SoD there are additional Moats for the town defense.

Information

  • If a creature is in the Moat it take 10% additional damage by non-magic attacks.
  • The creature is not able to cross the Moat in one turn and stops into the turn.
  • Creatures take damage for entering the Moat and for each round they stay in this moat.
  • They don't take damage if they leave the Moat.
  • Not only the attacking creatures but also the defending creatures will take damage!

Damage

Tower mines

  • 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.
Damage formula
10 x 10 spell power + 50 = 150 damage.

Increasing damage

They will do 150 damage at minimum. Stronger hero stats will increase the damage.

To increase the damage of the land mines the hero needs:

  • Spellpower 14 without/with basic Fire Magic
  • Spellpower 11 with advanced Fire Magic and
  • Spellpower 6 with expert Fire Magic

The Orb of Tempestuous Fire will always increase the damage by 50%. The hero does not need a Spell Book.

Fire immunity / Spell resistance

  • The mines will not explode on creatures with fire immunity.
  • The mines will not affect creatures with 100% spell immunity. (Some dragons.)

Removing / disabling them

  • The mines can be Dispelled. 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.


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