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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Sieges - tips and trivia
Thread: Sieges - tips and trivia
Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted June 29, 2006 05:32 PM
Edited by Vlaad at 21:48, 05 Aug 2006.

Sieges - tips and trivia

Since decisive battles are often sieges, I thought we could test that aspect of combat to see how some tactics, skills and spells work exactly.

I've done some initial testing, but any further results are welcome.


MOATS – requirements, damage and effects

1) Requirements:

You have to build Citadel in order to get a moat (town level 10).

2) The damage of the moat is fixed (skills or abilities don’t help) and equals  X * town level.

X values are listed in the Celestial Heavens’ manual:

Inferno 5.66
Haven 4.723
Necropolis 4.723
Dungeon 4.59
Sylvan 4.475
Academy 9.448

For example, the damage dealt by the moat of a level 20 Sylvan is 4.475*20 = 89.

Spells such as Endurance do not reduce the damage. Arcane Armor halves the damage (one half is dealt to Armor, the other to the stack in the moat). Arcane Armor halves the damage done by the moat effects in the same way.

The stack receives damage only if it enters, waits or defends in the moat. If the stack attacks (melee or ranged), casts spell or retaliates, the damage is not inflicted. If the stack tries to move in order to attack through the moat, it doesn’t do any damage, even if the opponent is adjacent.

Reanimated or resurrected stacks are not dealt damage automatically (as soon as they reappear). Gated creatures and phantom forces are hit (so the latter vanish immediately).

Unlike H3, H5 moats don’t deal damage to the defender’s troops.

3) Aside from Inferno and Haven, each moat has an additional effect. Unlike the damage, the effects can be affected by heroes’ or creatures’ spells and abilities (such as Cleansing or Resistance, for example).

Academy has Fire Traps, which disappear in the same way the spell works. Neither the attacker nor the defender can cast additional Fire Traps over the moat. Academy’s Fire Traps can blind the stack for 1 turn. Unlike the spell, the moat is visible to the opponent.

The moat of Necropolis casts Advanced Weakness and Vulnerability. The former can be cleansed, the latter is permanent (until the end of the combat).

Dungeon’s moat poisons the attacker. The poison lasts 3 turns. Unlike the Assassin’s ability, the poison of the moat can be cleansed. It also affects the undead, which are immune to the Assassin’s ability. If there are several sources of Poison (e.g. both Assassins and the moat), the damage does not add up.

Sylvan’s moat has a chance to entangle the stack for five rounds. Again, the moat’s Entangling Roots are not the same as the Treant’s ability. The effect can be resisted and cleansed, while Black Dragons are immune to it. Pay attention to the animation, though: the roots stay on the battlefield once a stack has been entangled; the graphics do not disappear when the creature is freed.

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