Talk:Inferno and Terrain: Difference between pages

From Heroes 3 wiki
(Difference between pages)
Jump to navigation Jump to search
 
No edit summary
 
Line 1: Line 1:
== Strategy ==
'''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.


* Inferno armies have great hand-to-hand attack units and are only slightly hampered at the lower levels by a lack of flying units until the awesome, teleporting [[Devil and Arch Devil|devils]] can be brought into play.
== Basic terrains ==
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:blanchedalmond;"
| 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''' {{withhota}}
| [[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;"|
|}


* [[Castle Gate]] is a significant advantage of Inferno. It enables to only upgrade creature dwellings in one town, and use the gate to tranfer them to be upgreaded
== Magical terrains ==
between towns.
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.


* Creating a Demon horde easily: Attack any creep on the map. Blind it, so the battle lasts as long as you want. Cast Fire Wall/Fireball/Inferno/Meteor Shower on your Imps. When they die, raise Demons, then finish the enemy.
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:blanchedalmond;"
| 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]].
|}


* Another good thing about the [[Castle Gate]] is that one hero can be used to defend all towns.
==Related Articles==
*[[Movement]]
*[[Native Terrain]]
*[[Layer]]
*[[Pathfinding]]


* After the lich the magog is the only one with attack in area but is compatible with Frenzy and Bless.
[[Category: Features]]
 
* The manual states that Inferno armies have great hand-to-hand attack units, and are slightly hampered at the lower levels by a lack of flying units until the devils arrive. The statement is supported by the fact that compared to their levels, many of the Inferno's creatures have relatively high speed values and maximum damage values. However, lack of flying units is untrue in the sense that efreeti and efreet sultans are definitely noteworthy adversaries. While Inferno troops are great for attacking they are not strong defenders which means that combat strategy with Inferno should be based on first strike.
 
* Another weakness in Inferno's army is lack of shooters. Gogs and magogs are the slowest creatures in Inferno's arsenal, which makes them a somewhat liability considering the mobility of heroes. Additionally, usefulness of magogs' special ability to throw fireballs is controversial as they may inflict damage to allied troops as well.
 
== Pros ==
* [[Castle Gate]]: A life-saver on maps where you control more than one Inferno town.
* [[Pit Lord]]'s [[Summon Demons|Demon summon]] ability: Lets you horde demons.
* [[Efreet Sultan]]s are very good at clearing a map: they have speed, damage, and enough health. They can also be used in a [[Dragogeddon]] combo.
* This town has the highest chance to get the [[Blind]] spell in the Mage Guild.
* Cerberus are very powerful with Bless/Haste/Counterstrike.
* Both Devils/Arch Devils and Cerberi have no enemy retaliation.
 
== Cons ==
* If all buildings can be build, Inferno is the most expensive town to fully build up.
*[[Arch Devil]]s are very expensive.
*Lacking in the [[Heroes|Hero]] department.
*[[Imp]]s and [[Familiar]]s are incredibly weak first level units, and have no redeeming features save their speed (the [[Familiar]]s' [[Magic Channel]] ability is hardly noticeable).
*The Inferno produces the least hit points per week of all the towns.
*Only one ranged unit, and small tier units have low mobility.
 
== Discussion ==
 
=== duplicate additional information section ===
Is it a temporary thing that the "addidional information" section is duplicated (as in it's there while it's being reformatted or something, and the duplicate will be gone when that's done)?  Or is it a mistake? [[User:Ibraesil|Ibraesil]] ([[User talk:Ibraesil|talk]]) 15:33, 1 October 2015 (CEST)
 
:I think it might be my mistake. Not a temporary thing. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 06:36, 6 October 2015 (CEST)

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%
Wasteland Horn 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.

Related Articles