Moat: Difference between revisions

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==== Tower's Land Mines ====
==== Tower's Land Mines ====
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:
Tower's [[Land Mine|land mines]] work in the same way as the the spell of the same name. The damage is calculated with the formula:


{{Math|10 × P + 50}}
{{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:
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). If no hero is present, the land mines will deal 55 damage.  If a hero is present, the land mines will use the formula above, even if it works out to be less than 55. To exceed 55 damage, the hero needs to have:
* to have power skill at least 14 without Fire Magic or basic Fire Magic
* at least 4 power skill without Fire Magic or with Basic Fire Magic; or
* to have power skill at least 11 with advanced Fire Magic, or
* Advanced or Expert Fire Magic
* to have power skill at least 6 with expert Fire Magic.


'''Other noteworthy facts:'''
'''Other noteworthy facts:'''

Revision as of 01:44, 18 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 the same way as the the spell of the same name. The damage is calculated with the formula:

10 × P + L

where P is the value of 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). If no hero is present, the land mines will deal 55 damage. If a hero is present, the land mines will use the formula above, even if it works out to be less than 55. To exceed 55 damage, the hero needs to have:

  • at least 4 power skill without Fire Magic or with Basic Fire Magic; or
  • Advanced or 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.