Terrain and Churchyard: Difference between pages

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'''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.
{{inhota}}


== Basic terrains ==
{{Creature bank||name=Churchyard}}
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:blanchedalmond;"
{{Creature bank row|100%|Zombie|90|2500 {{G}}<br>Artifact [[Artifact#Class|<span title="Minor">(Mi)</span>]] ||T1=}}
| colspan=4 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Basic Terrains'''
|- bgcolor=#e79256
! style="text-align:left;" width=120px|<big>Terrain</big>
! style="text-align:left;"| <big>Image
! style="text-align:left;"| <big>Description
! width=120px|<big>Movement cost</big><br><small>(comparing to grass)</small>
|-
| style="padding-left:7px;"|'''Grass'''
| [[File:Grass (h).gif|border]]
| Grass is the [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]].
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Highlands'''{{-}}{{withhota}}
| [[File:Highlands (h).gif|border]]
| Replaces grass as the [[native terrain]] for [[Conflux]] in {{hota}}. Grass remains the [[native terrain]] for both [[Castle]] and [[Rampart]].
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Dirt'''
| [[File:Dirt (h).gif|border]]
| Dirt is the [[native terrain]] for [[Necropolis]] and [[Neutral]] alignment troops, but neutral units do not acquire native terrain bonuses in battle.
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Lava'''
| [[File:Lava (h).gif|border]]
| Lava is the [[native terrain]] for [[Inferno]].
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Subterranean'''
| [[File:Subterranean (h).gif|border]]
| Subterranean is the [[native terrain]] for [[Dungeon]]. It is usually found on the underground [[layer]].<br>It is the only combat terrain for the underground layer (fixed in {{hota}}{{-}}{{withhota}}).<br>Also it is a combat terrain for [[gold mine|gold]], [[crystal cavern|crystal]] and [[abandoned mine]]s.
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Rock'''
| [[File:Rock (h).gif|border]]
| Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]].
<br>Typically found in [[Layer|underground]] areas.
| style="text-align:center;"|
|-
| style="padding-left:7px;"|'''Rough'''
| [[File:Rough (h).gif|border]]
| Rough is the [[native terrain]] for [[Stronghold]].
| style="text-align:center;"|125%
|-
| 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="padding-left:7px;"|'''Sand'''
| [[File:Sand (h).gif|border]]
| Sand is not a [[native terrain]] for any faction.    <br>Armies with at least one [[nomad]] ignore the [[Terrain Penalties|terrain penalty]].    <br>Sand is a combat terrain for all tiles next to water.
| style="text-align:center;"|150%
|-
| style="padding-left:7px;"|'''Snow'''
| [[File:Snow (h).gif|border]]
| Snow is the [[native terrain]] for [[Tower]].
| style="text-align:center;"|150%
|-
| style="padding-left:7px;"|'''Swamp'''
| [[File:Swamp (h).gif|border]]
| Swamp is the [[native terrain]] for [[Fortress]] and [[Cove]]{{-}}{{withhota}}.
| style="text-align:center;"|175%
|-
| style="padding-left:7px;"|'''Water'''
| [[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>
| Can only be traveled on with a [[boat]].    <br>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.    <br>It should be noted that [[Cover of Darkness (Adventure Map)|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.    <br>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 [[Town]]s, [[Subterranean Gate]]s and [[Monoliths]], which can not function if visited with a boat.    <br>The [[speed]] of the creatures in the hero's army does not affect movement in a boat.
| style="text-align:center;"|
|}
|}


== Magical terrains ==
'''Churchyard''' is an [[adventure map]] location, and commonly known as one of the [[creature bank]]s. It is guarded by 90 [[Zombie|Zombies]]. The reward is 2500 {{G}} and 1 [[minor]] artifact.
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 [[Spell|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 {{roe}}, the rest being introduced in {{sod}} expansion.


{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:blanchedalmond;"
[[File: Grid-cb 4.gif|x200px|left]] The guards are divided into six stacks of 15 [[Zombie|Zombies]] (red hexes) and attack in alphabetic order: from A to F.
| colspan=3 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Magical Terrains'''
 
|- bgcolor=#e79256
The hero's troops are located in blue hexes 1-7 (a tail hex for two-hexed creatures) according to stack positioning in the army slots 1-7. But if the hero has less than 7 stacks, e.g. 3, they will be placed in hexes 1-3 no matter how they were placed in the army slots.
! style="text-align:left;" width=120px|<big>Terrain</big>
 
! style="text-align:left;"|<big>Image
Though [[war machine]]s are not present on the battlefield, the infinite shots effect from [[Ammo Cart]] is active.
! style="text-align:left;"|<big>Description
 
|-
Slain enemies do not respawn (should the hero retreat or be defeated). Visiting a previously plundered Churchyard inflicts a -1 penalty to [[morale]].
| style="padding-left:7px;"|'''Magic Plains'''
 
| [[File:Magic Plains (h).gif]]
<div style="clear:both;"></div>
| Cause '''all''' [[spell]]s to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s and [[combat spell]]s as well as [[Spellcaster|spells cast by creatures]] and some of magic creature abilities.
For Random Map Generator:
|-
* Terrain: any dry land.
| style="padding-left:7px;"|'''Cursed Ground'''
* Value: 1500.
| [[File:Cursed Ground (h).gif]]
* Density: 100.
| Prevents hero or creatures from casting of [[spells]] above level 1, includes both adventure and combat spells.<br>
 
In {{roe}} level 1 spells are banned on Cursed Ground as well.{{-}}{{withroe}}<br>
== See also: ==
<br>Disables all [[native terrain]] bonuses, positive or negative [[morale]] and [[luck]] effects.
{{map objects 'see also'}}
|-
 
| style="padding-left:7px;"|'''Rockland'''
{{morale navigational box}}
| [[File:Rockland (h).gif]]
| Causes all [[Earth Magic]] [[spells]] to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s and [[combat spell]]s, but does not afflict [[Spellcaster|spells cast by creatures]].
|-
| style="padding-left:7px;"|'''Fiery Fields'''
| [[File:Fiery Fields (h).gif]]
| Cause all [[Fire Magic]] [[spells]] to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s and [[combat spell]]s, but does not afflict [[Spellcaster|spells cast by creatures]].
|-
| style="padding-left:7px;"|<div id="Lucid_Pools"></div>'''Lucid Pools'''
| [[File:Lucid Pools (h).gif]]
| Cause all [[Water Magic]] [[spells]] to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s and [[combat spell]]s, but does not afflict [[Spellcaster|spells cast by creatures]].
|-
| style="padding-left:7px;"|'''Magic Clouds'''
| [[File:Magic Clouds (h).gif]]
| Cause all [[Air Magic]] [[spells]] to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s and [[combat spell]]s, but does not afflict [[Spellcaster|spells cast by creatures]].
|-
| style="padding-left:7px;"|'''Holy Ground'''
| [[File:Holy Ground (h).gif]]
| Gives all [[Alignment|good-aligned]] creatures +1 [[Morale]], and all [[Alignment|Evil-aligned]] creatures -1 Morale.
|-
| style="padding-left:7px;"|'''Evil Fog'''
| [[File:Evil Fog (h).gif]]
| Gives all [[Alignment|evil-aligned]] creatures +1 [[Morale]], and all [[Alignment|Good-aligned]] creatures -1 Morale.
|-
| style="padding-left:7px;"|'''Clover Field'''
| [[File:Clover Field (h).gif]]
| Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]].
|-
| style="padding-left:7px;"|'''Favorable Winds'''
| [[File:Favorable Winds (h).gif]]
| Reducing amount of consumed [[movement|movement point]]s by 1/3 (rounded up) for boats.    <br>Unlike other magical terrains, Favorable Winds do not affect combat in any way.
In {{hota}} Favorable Winds cannot be placed under another magical terrain, so they cancel effect of any magical terrain at the same tile.{{withhota}}
|-
| style="padding-left:7px;"|'''Cracked Ice'''{{-}}{{withhota}}
| [[File:Cracked Ice (h).gif]]
| Reduces the [[Defense]] of all troops by 5.
|-
| style="padding-left:7px;"|'''Dunes'''{{-}}{{withhota}}
| [[File:Dunes (h).gif]]
| 15 to 20 invisible [[quicksand]] spots are present on the battlefield. They cannot be removed by [[Dispel|mass Dispel]] and are not visible for creatures of any native terrain.<br>After entering a hex with a quicksand spot, unit stops and the spot becomes visible to both players.
|-
| style="padding-left:7px;"|'''Fields of Glory'''{{-}}{{withhota}}
| style="text-align:center;"|[[File:Fields of Glory (h).gif]]
| Gives all troops -2 [[Luck]].
|}


==Related Articles==
{{creature bank navigational box|img=churchyard 3in1}}
*[[Movement]]
*[[Native Terrain]]
*[[Layer]]
*[[Pathfinding]]


[[Category: Features]]
[[Category: Adventure Map (HotA)]]
[[Category: Creature Banks (HotA)]]
__NOTOC__

Revision as of 08:31, 26 February 2020

Horn of the Abyss Only available when the unofficial expansion, Horn of the Abyss, is installed.
Churchyard
Picture
% Guards Content XP
Visiting scheme

|  100%  | valign=middle align=middle |

Zombie
90

| 2500 Gold
Artifact (Mi) | Experience
|- |}

Churchyard is an adventure map location, and commonly known as one of the creature banks. It is guarded by 90 Zombies. The reward is 2500 Gold and 1 minor artifact.

The guards are divided into six stacks of 15 Zombies (red hexes) and attack in alphabetic order: from A to F.

The hero's troops are located in blue hexes 1-7 (a tail hex for two-hexed creatures) according to stack positioning in the army slots 1-7. But if the hero has less than 7 stacks, e.g. 3, they will be placed in hexes 1-3 no matter how they were placed in the army slots.

Though war machines are not present on the battlefield, the infinite shots effect from Ammo Cart is active.

Slain enemies do not respawn (should the hero retreat or be defeated). Visiting a previously plundered Churchyard inflicts a -1 penalty to morale.

For Random Map Generator:

  • Terrain: any dry land.
  • Value: 1500.
  • Density: 100.

See also: