Moat

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Revision as of 00:15, 27 July 2014 by 91.119.222.29 (talk) (→‎Removing / disabling them: removing superflouus 1)
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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. (For the Tower towns, each hex movement along the moat if the mines weren't already cleared)
  • 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.