Terrain: Difference between revisions
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| Rough is the [[native terrain]] for [[Stronghold]]. | | Rough is the [[native terrain]] for [[Stronghold]]. | ||
| style="text-align:center;"|125% | |||
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| style="padding-left:7px;"|'''Wasteland''' | |||
| [[File:Wasteland (h).gif|border]] | |||
| Rough is not a [[native terrain]] for any faction. | |||
| style="text-align:center;"|125% | | style="text-align:center;"|125% | ||
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Revision as of 00:42, 1 January 2020
Terrain typically refers to one of the eight basic land types, which are grass, dirt, lava, subterranean, rough, sand, snow or swamp. Water and rock may also be considered as one of the basic terrains, although they cannot be traveled on by ordinary means. Traveling on water requires a boat, while rock is impassable.
Basic terrains
Basic Terrains | |||
Terrain | Image | Description | Movement cost (comparing to grass) |
---|---|---|---|
Grass | Grass is the native terrain for Castle, Rampart and Conflux. | 100% | |
Highlands | Replaces grass as the native terrain for Conflux in Horn of the Abyss. Grass remains the native terrain for both Castle and Rampart. | 100% | |
Dirt | Dirt is the native terrain for Necropolis and Neutral alignment troops, but neutral units do not acquire native terrain bonuses in battle. | 100% | |
Lava | Lava is the native terrain for Inferno. | 100% | |
Subterranean | Subterranean is the native terrain for Dungeon. It is usually found on the underground layer. It is the only combat terrain for the underground layer (fixed in Horn of the Abyss ). Also it is a combat terrain for gold, crystal and abandoned mines. |
100% | |
Rock | Impassable even with flying - can be travelled through with Dimension Door.
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Rough | Rough is the native terrain for Stronghold. | 125% | |
Wasteland | Rough is not a native terrain for any faction. | 125% | |
Sand | Sand is not a native terrain for any faction. Armies with at least one nomad ignore the terrain penalty. Sand is a combat terrain for all tiles next to water. |
150% | |
Snow | Snow is the native terrain for Tower. | 150% | |
Swamp | Swamp is the native terrain for Fortress and Cove . | 175% | |
Water | Can only be traveled on with a boat. Can be traveled over with Water Walk and Fly spells, or by wearing Boots of Levitation or Angel Wings – hero's movement must end on dry land. It should be noted that shroud on the water between two squares of dry land does not prevent hero from walking or flying across it and mapping the shrouded area. However, the hero must be able to see both land squares before starting the trip. Almost all adventure map objects that are normally placed on dry land can be also be placed on water square and still function normally. The exceptions are Towns, Subterranean Gates and Monoliths, which can not function if visited with a boat. The speed of the creatures in the hero's army does not affect movement in a boat. |
Magical terrains
In addition to basic terrain types, there are several types of magical terrains, which can cover basic terrains providing additional features. Magical terrains typically affect combat or spellcasting, with the exception of favorable winds, which increases movement over water. Only two magical terrains (Cursed Ground and Magic Plains) were in the original Restoration of Erathia, the rest being introduced in Shadow of Death expansion.
Magical Terrains | ||
Terrain | Image | Description |
---|---|---|
Magic Plains | Cause all spells to be cast at expert level, regardless of the heroes' skills. This includes both adventure spells and combat spells as well as spells cast by creatures and some of magic creature abilities. | |
Cursed Ground | Prevents hero or creatures from casting of spells above level 1, includes both adventure and combat spells. In Restoration of Erathia level 1 spells are banned on Cursed Ground as well. | |
Rockland | Causes all Earth Magic spells to be cast at expert level, regardless of the heroes' skills. This includes both adventure spells and combat spells, but does not afflict spells cast by creatures. | |
Fiery Fields | Cause all Fire Magic spells to be cast at expert level, regardless of the heroes' skills. This includes both adventure spells and combat spells, but does not afflict spells cast by creatures. | |
Lucid Pools | Cause all Water Magic spells to be cast at expert level, regardless of the heroes' skills. This includes both adventure spells and combat spells, but does not afflict spells cast by creatures. | |
Magic Clouds | Cause all Air Magic spells to be cast at expert level, regardless of the heroes' skills. This includes both adventure spells and combat spells, but does not afflict spells cast by creatures. | |
Holy Ground | Gives all good-aligned creatures +1 Morale, and all Evil-aligned creatures -1 Morale. | |
Evil Fog | Gives all evil-aligned creatures +1 Morale, and all Good-aligned creatures -1 Morale. | |
Clover Field | Gives all neutrally aligned creatures +2 Luck. | |
Favorable Winds | Reducing amount of consumed movement points by 1/3 (rounded up) for boats. Unlike other magical terrains, Favorable Winds do not affect combat in any way. In Horn of the Abyss Favorable Winds cannot be placed under another magical terrain, so they cancel effect of any magical terrain at the same tile. | |
Cracked Ice | Reduces the Defense of all troops by 5. | |
Dunes | 15 to 20 invisible quicksand spots are present on the battlefield. They cannot be removed by mass Dispel and are not visible for creatures of any native terrain. After entering a hex with a quicksand spot, unit stops and the spot becomes visible to both players. | |
Fields of Glory | Gives all troops -2 Luck. |