Moat: Difference between revisions
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'''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. | '''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. Moats have different effects. All creatures on combat field: | ||
* on the moat moat suffer additional 10% damage from non-magic attacks | * on the moat moat suffer additional 10% damage from non-magic attacks | ||
* 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 | * 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 |
Revision as of 05:58, 8 December 2016
Moat is a defensive structure in front of the walls in towns with Citadel or Castle. The original Restoration of Erathia version or the Armageddon's Blade did not have moats. They were introduced in Shadow of Death expansion. Moats have different effects. All creatures on combat field:
- on the moat moat suffer additional 10% damage from non-magic attacks
- 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.
Damage
- Castle (Water) = 70 Damage
- Rampart (Brambles) = 70 Damage
- Stronghold (Wooden Spikes) = 70 Damage
- Necropolis (Boneyard) = 70 Damage
- Fortress (Boiling Tar) = 90 Damage (2 hexes)
- Dungeon (Boiling Oil) = 90 Damage
- Inferno (Lava) = 90 Damage
- Tower (Landmines) = Special
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.