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护城河
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'''Moat''' is a defensive structure in front of the [[wall]]s in towns with [[Citadel]] or [[Castle (structure)|Castle]]. The moat has different effects in [[siege]] combat. Both attacking and defending creatures: * are not able to move across the moat during combat round, but are forced to stop on the moat for the rest of the round * have their defense reduced by 3. * take damage from entering the moat and for each round they stay in this moat. Moats in {{roe}} and {{ab}} versions did not cause any damage (except Tower's land mines). That effect was introduced in {{sod}} expansion. === Damage of the moat === Moats cause damage to creatures when they enter the moat, or end a turn into one. The amount of damage depends on the town type as follows: * [[Castle]], [[Conflux]], and {{withhota}} [[Cove]] have water as a moat that causes 70 points of damage * [[Rampart]] has brambles as a moat that cause 70 points of damage * [[Stronghold]] has wooden spikes as a moat that cause 70 points of damage * [[Necropolis]] has a boneyard as a moat that causes 70 points of damage * [[Dungeon]] has boiling oil as a moat that causes 90 points of damage * [[Inferno]] has lava as a moat that causes 90 points of damage * [[Fortress]] has boiling tar as a moat that is 2 hexes wide and causes 90 points of damage * [[Tower]] does not have a moat per se, but has landmines in front of the wall (minim 150 points of damage, see below). There are few cases when creatures do not suffer damage from the moat: * [[Teleport]]ed creatures teleported into moat * Spellcasters ending their turn in moat when they have cast spell that turn * The stack receives bad [[morale]] while in moat * The stack is [[blind]]ed in moat * The stack is paralyzed by a [[Manticore_and_Scorpicore|Scorpicore]] in moat === Tower's Land Mines === Tower's land mines are a special case as they are not a moat per se. The mines work in very similar way as the spell [[Land Mine]]. The damage is calculated with the formula: {{Math|10 × P + L}} 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). A minimum damage for the mines of 150 was introduced in {{sod}}. To exceed the minimum damage in Shadow of Death version, a defending hero must be present and the hero must have: * at least 13 spell power without Fire Magic, or with Basic Fire Magic, * at least 11 spell power with Advanced Fire Magic, or * at least 6 spell power with Expert Fire Magic. In Restoration of Erathia and Armageddon's Blade versions, there is a base damage of 55, which is only used when no defending hero is present. To exceed this a defending hero must 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 Elemental]]s). ** Creatures with spell immunity (e.g. [[Black Dragon]]s). ** If either of the heroes has the [[Recanter's Cloak]] equipped, all creatures will be immune to the mines. [[Category: Combat]] __NOTOC__{{keywords}}
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