Necropolis and Terrain: Difference between pages

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{{Towns}}
'''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.
'''Necropolis''' is an evil [[alignment]] [[town]], that is overrun and ruled by [[undead]] creatures. They are the natural bases for the [[necromancer]] and [[Death Knight|death knight]] [[hero class]]es. Necropolis represents [[Deyja]].


Necropolis' [[native terrain]] is [[dirt]].
== Basic terrains ==
 
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:blanchedalmond;"
'''Necropolis Creature Dwellings'''
| colspan=4 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Basic Terrains'''
*[[Necropolis creature dwellings|Cursed Temple]] - ([[Skeleton]], [[Skeleton Warrior]])
|- bgcolor=#e79256
*[[Necropolis creature dwellings|Graveyard]] - ([[Walking Dead]][[Zombie]])
! style="text-align:left;" width=120px|<big>Terrain</big>
*[[Necropolis creature dwellings|Tomb of Souls]] - ([[Wight]], [[Wraith]])
! style="text-align:left;"| <big>Image
*[[Necropolis creature dwellings|Estate]] - ([[Vampire]], [[Vampire Lord]])
! style="text-align:left;"| <big>Description
*[[Necropolis creature dwellings|Mausoleum]] - ([[Lich]], [[Power Lich]])
! width=120px|<big>Movement cost</big><br><small>(comparing to grass)</small>
*[[Necropolis creature dwellings|Hall of Darkness]] - ([[Black Knight]], [[Dread Knight]])
|-
*[[Necropolis creature dwellings|Dragon Vault]] - ([[Bone Dragon]], [[Ghost Dragon]])
| style="padding-left:7px;"|'''Grass'''
 
| [[File:Grass (h).gif|border]]
'''Necropolis Specific Buildings'''
| Grass is the [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]].
* [[Cover of Darkness]] - creates unexplored area of 20 tile radius around the town for opposing players
| style="text-align:center;"|100%
* [[Necromancy Amplifier]] - ('''unique''' [[Necropolis]] building, works like [[Vampire's Cowl]], stacks with each city)
|-
* [[Skeleton Transformer]] - ('''unique''' [[Necropolis]] building, enhance values of [[Peasant]]s to [[Skeleton]]s (+4 [[attack]], +3 [[defense]], +5 hp, +0-2 damage +1 speed) or life span of other non undead creatures to those of [[Skeleton]]s, or, in case of [[Dragon]]s and [[Hydra]]s [[Bone Dragon]]s)
| style="padding-left:7px;"|'''Highlands'''{{-}}{{withhota}}
* [[Shipyard]] - (like [[Shipyard]] on the adventure map, a boat can be bought for 1000 gold, 10 wood, works like [[Summon Boat]] but more reliable when not on expert [[Water Magic]], expert [[Water magic]] would with [[Summon Boat]] get a free ship but still cost [[adventure map]] movement points when boarding/deboarding boats instead of using [[Water Walk]] or [[Fly]] if those spells are available)
| [[File:Highlands (h).gif|border]]
* [[Soul Prison]] - ([[Grail]] building, +20 [[Necromancy]] for allied heroes, the usual 5000 gold each day and +50% creature growth in the [[Grail]] town)
| Replaces grass as the [[native terrain]] for [[Conflux]] in {{hota}}. Grass remains the [[native terrain]] for both [[Castle]] and [[Rampart]].
* [[Unearthed Graves]] - ([[Skeleton]] [[horde building]], +6/week)
| style="text-align:center;"|100%
 
|-
<br>
| style="padding-left:7px;"|'''Dirt'''
{{Common buildings|Necropolis|First aid tent|+1 {{W}} and +1 {{O}}|}}
| [[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.
[[Image:Necropolis-in.png|right|border|500px]]
| style="text-align:center;"|100%
 
|-
{| class="wikitable sortable" style="white-space:nowrap; text-align: center;"
| style="padding-left:7px;"|'''Lava'''
! class="unsortable" | <span title="The type of resource required.">Resource</span>
| [[File:Lava (h).gif|border]]
! <span title="Cost of building the Citadel, the Castle, and all base creature dwellings, including any associated prerequisites.">Basic</span>
| Lava is the [[native terrain]] for [[Inferno]].
! <span title="Cost of upgrading all creature dwellings, including any associated prerequisites.">Upgrades</span>
| style="text-align:center;"|100%
! <span title="All buildings built and fully upgraded.">All</span>
|-
|-
| style="padding-left:7px;"|'''Subterranean'''
|{{Gold}}||33400||25500||96400
| [[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.
|{{Wood}}||45||25||135
| style="text-align:center;"|100%
|-
|-
|{{Ore}}||65||25||135
| style="padding-left:7px;"|'''Rock'''
|-
| [[File:Rock (h).gif|border]]
|{{Crystal}}||5||12||45
| Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]].
|-
<br>Typically found in [[Layer|underground]] areas.
|{{Gem}}||5||12||45
| style="text-align:center;"|
|-
|-
|{{Mercury}}||5||27||60
| style="padding-left:7px;"|'''Rough'''
|-
| [[File:Rough (h).gif|border]]
|{{Sulfur}}||15||7||40
| Rough is the [[native terrain]] for [[Stronghold]].
|-
| style="text-align:center;"|125%
!colspan=2| Troop cost/week: !!colspan=2| 26920 {{Gold}} + 2 {{Mercury}}
|-
|}
| style="padding-left:7px;"|'''Wasteland'''{{withhota}}
 
| [[File:Wasteland (h).gif|border]]
<br>
| Rough is not a [[native terrain]] for any faction.
 
| style="text-align:center;"|125%
{{Hero table}}
|-
{{Necropolis hero table}}
| 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;"|
|}
|}


<br>
== 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 [[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.


{{Creature table}}
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:blanchedalmond;"
{{Necropolis creature table}}
| colspan=3 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Magical Terrains'''
|- bgcolor=#e79256
! style="text-align:left;" width=120px|<big>Terrain</big>
! style="text-align:left;"|<big>Image
! style="text-align:left;"|<big>Description
|-
| style="padding-left:7px;"|'''Magic Plains'''
| [[File:Magic Plains (h).gif]]
| 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.
|-
| style="padding-left:7px;"|'''Cursed Ground'''
| [[File:Cursed Ground (h).gif]]
| 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>
<br>Disables all [[native terrain]] bonuses, positive or negative [[morale]] and [[luck]] effects.
|-
| style="padding-left:7px;"|'''Rockland'''
| [[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]].
|}
|}


== See also ==
==Related Articles==
* [[List of creatures]]
*[[Movement]]
* [[List of creatures (HotA)]]
*[[Native Terrain]]
* [[List of heroes]]
*[[Layer]]
* [[List of heroes (HotA)]]
*[[Pathfinding]]


[[Category: Necropolis]]
[[Category: Features]]
__notoc__

Revision as of 00:43, 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 Horn of the Abyss 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 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.


Typically found in underground areas.

Rough Rough is the native terrain for Stronghold. 125%
WastelandHorn of the Abyss 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 Horn of the Abyss. 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. Restoration of Erathia

Disables all native terrain bonuses, positive or negative morale and luck effects.

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.Horn of the Abyss

Cracked Ice Horn of the Abyss Reduces the Defense of all troops by 5.
Dunes Horn of the Abyss 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 Horn of the Abyss Gives all troops -2 Luck.

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