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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, as they were introduced in {{sod}} expansion. The moat has different effects in siege combat. Both | '''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 attacking and defending creatures: | ||
* on the moat suffer additional 10% damage from non-magic attacks | * on the 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 09:25, 17 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, as they were introduced in Shadow of Death expansion. The moat has different effects in siege combat. Both attacking and defending creatures:
- on the 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:
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 has water as moat and cause 70 points of damage
- Rampart has brambles as moat and cause 70 points of damage
- Stronghold has wooden spikes as moat and cause and cause 70 points of damage
- Necropolis has boneyard as moat and cause 70 points of damage
- Fortress has boiling tar as moat (2 hexes wide) and cause 90 points of damage
- Dungeon has boiling oil as moat and cause 90 points of damage
- Inferno has lava as moat and cause 90 points of damage
- Tower does not have a moat per se, but has landmines in front of the wall.
Tower's Land Mines
Tower's land mines work in a similar way as the the spell of the same name. The damage it calculated with the formula:
10 × P + 50
where P is the value of 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
- to have power skill at least 11 with advanced Fire Magic, or
- to have power skill at least 6 with expert Fire Magic.
Other noteworthy facts:
- 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%.
- The mines can be removed with expert level Dispel spell.
- Creatures that are unaffected by the mines (they will not explode):
- All defending creatures
- Creatures with fire magic immunity (e.g. Fire Elementals).
- Creatures with spell immunity (e.g. Black Dragons).
- If either of the heroes has the Recanter's Cloak equipped, all creatures will be immune to the mines.