Shadow of Death Manual Page 17: Difference between revisions

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Gives all Good aligned troops +1 Morale and Evil troops -1 Morale.
Gives all Good aligned troops + 1 Morale and Evil troops -1 Morale.




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Gives all Evil aligned troops +1 Morale and Good troops -1 Morale.
Gives all Evil aligned troops + 1 Morale and Good troops -1 Morale.




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Gives all Neutral aligned troops +2 Luck.
Gives all Neutral aligned troops + 2 Luck.




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Moat Damage:
Moat Damage:


With the exception of the Tower’s Land Mines (which explode on contact), a
With the exception of the Tower's Land Mines (which explode on contact), a


creature troop receives moat damage upon entering the moat and for each turn
creature troop receives moat damage upon entering the moat and for each turn

Latest revision as of 20:54, 7 December 2023

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INTERFACE REFERENCE

Special Terrain Types

Name


Description


Magic Plains


Causes ALL Spells to be cast at Expert Level.


Cursed

Grounds


Prevents the use of level 2, 3, 4, and 5 spells.


Holy Ground


Gives all Good aligned troops + 1 Morale and Evil troops -1 Morale.


Evil Fog


Gives all Evil aligned troops + 1 Morale and Good troops -1 Morale.


Clover Field


Gives all Neutral aligned troops + 2 Luck.


Favorable

Winds


Increases the Navigation Skill by 50%. At Basic, water range is

increased by 100%; at Advanced 150%; and at Expert, 200%.


Lucid Pools


Causes all Water Spells to be cast at Expert Level.


Fiery Fields


Causes all Fire Spells to be cast at Expert Level.


Rocklands


Causes all Earth Spells to be cast at Expert Level.


Magic Clouds


Causes all Air Spells to be cast at Expert Level.


Moat Damage During Siege Combat

Town Type


Moat Type


Moat Damage


Castle


Water


70 pts


Rampart


Brambles


70 pts


Tower


Land Mines


150 pts


Inferno


Lava


90 pts


Necropolis


Boneyard


70 pts


Dungeon


Boiling Oil


90 pts


Stronghold


Wooden Spikes


70 pts


Fortress


Boiling Tar


90 pts


Moat Damage:

With the exception of the Tower's Land Mines (which explode on contact), a

creature troop receives moat damage upon entering the moat and for each turn

thereafter the troop remains in the moat at the start of its turn.