Moat
Since SoD there are additional Moats for the town defense.
Information
- If a creature is in the Moat it takes 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
- 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.
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