Terrain: Difference between revisions

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'''Terrain''' typically refers to one of the eight basic land types, which are grass, dirt, lava, subterranean, rough, sand, snow and swamp. [[Water]] can also be considered as one of the basic terrains as well as rock, which is impassable (even with flying). Additionally, there are several types of [[magical terrain]]s, that affect [[combat]] or [[Spell|spellcasting]], with the exception of [[favorable winds]], which increases movement over water.
'''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. 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 if the hero has [[Navigation]] [[secondary skill]].


== Basic Terrains ==
== Basic Terrains ==
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* Grass is [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]].  
* Grass is [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]].  
* Movement cost: 100% (Other terrains movement costs are compared to grass.)
* Movement cost: 100% (Other terrains movement costs are compared to grass.)
'''Highlands:{{-}}{{withhota}}'''
* Replaces grass as the [[native terrain]] for [[Conflux]]. Grass remains the [[native terrain]] for both [[Castle]] and [[Rampart]].
* Movement cost: 100% (Compared to grass.)


'''Dirt:'''
'''Dirt:'''
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'''Rock:'''
'''Rock:'''
* Impassable even with [[Fly|flying]] - can be tarvelled through with [[Dimension Door]].
* Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]].
* Typically found in [[Layer|underground]] areas.
* Typically found in [[Layer|underground]] areas.


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'''Swamp:'''
'''Swamp:'''
* Swamp is [[native terrain]] for [[Fortress]].
* Swamp is [[native terrain]] for [[Fortress]] and [[Cove]]{{-}}{{withhota}}.
* Movement cost: 175% (Compared to grass.)
* Movement cost: 175% (Compared to grass.)


'''Water:'''
'''Water:'''
'''Water''' is typically considered as one of the basic [[terrain]]s. A hero can only travel on water covered terrain with a [[boat]]. Boats can be can be built in [[shipyard]]s, created or summoned with the [[Summon Boat]] spell or they can be found on [[Adventure Map]]. Only one hero at the time may be aboard the boat.
* 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 [[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.
* 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.
* The [[speed]] of the creatures in the hero's army does not affect movement in a boat, unlike movement on land.


Additionally, heroes can get across water squares with [[Water Walk]] and [[Fly]] spells, or by wearing [[Boots of Levitation]] or [[Angel Wings]]. The diffrence is, that only hero in a boat can end their [[movement]] on water while crossing the water requires that they end their movement 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.
== Magical Terrains ==
 
{| align=right cellspacing=3 style="border:1px solid grey; font-size:90%; width:150px"
Hero on a boat can also visit and pick up objects on water. While sailing on boat the hero can:
| align=center | [[File: Cursed Ground.gif|Cursed Ground]] [[File: Rockland.gif|Rockland]]
* gather [[Flotsam]], which may provide {{W}} [[wood]] and/or {{G}} [[gold]]
|-
* gather [[Sea Chest]]s, which may provide {{G}} gold or an treasure class [[artifact]]
| Cursed Ground (above) and Rockland as seen on the [[Adventure Map]].
* rescue a [[Shipwreck Survivor]], who will always provide an artifact as a reward
|}
* search [[Shipwreck]]s and [[Derelict Ship]]s to fight guardians for gold and artifacts
* meet up with [[Mermaids]] for a [[luck]] bonus
* investigate [[Buoy]]s and get better [[morale]]
* visit [[Sirens]], which causes the hero to lose 30% (rounded down) of each stack in hero's army and gain experience equal to the health of the lost troops.
* go through one [[Whirlpool]] and end up in another.
* read [[Ocean bottle]]s.


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.
Only two magical terrains (Cursed Ground and Magic Plains) were in the original {{roe}}, the rest being introduced in {{sod}} expansion.


The [[speed]] of the creatures in the hero's army does not affect movement in a boat, unlike movement on land.
'''Magic Plains:''' 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]].


== Magical Terrains ==
'''Clover Field:''' Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]].
'''Clover field:'''
* Increases the [[luck]] of all [[Alignment|neutrally aligned]] creatures by +2.


'''Cursed Ground:'''
'''Cursed Ground:'''
[[File: Cursed Ground.gif|frame|Cursed Ground as seen on the [[Adventure Map]].]]
* Prevents hero or creatures from casting of [[spells]] above level 1, includes both adventure and combat spells.
* Prevents hero or creatures from casting of [[spells]] above level 1, includes both adventure and combat spells.
* All [[native terrain]] bonuses, [[morale]] and [[luck]] effects are disabled.
* Disables all [[native terrain]] bonuses, [[morale]] and [[luck]] effects.


'''Evil Fog:'''
'''Evil Fog:''' Gives all [[Alignment|Evil-aligned]] creatures +1 [[Morale]], and all [[Alignment|Good-aligned]] creatures -1 Morale.
Increases evil aligned creatures morale by +1 while decreases good aligned creatures morale by -1.


'''Favorable Winds'''
'''Favorable Winds:''' {{Table|Navigation|Movement}}
{{Table|Navigation|Movement}}
| None || 100%
| None || 100%
|-
|-
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| Expert || 300%
| Expert || 300%
|}
|}
* Increases the effect of [[Navigation]] [[secondary skill]] - has no effect if a hero does not posses Navigation skill.
* Increase the effect of [[Navigation]] [[secondary skill]] no effect if a hero does not posses the skill of Navigation.
* Can only be found from [[water]] [[tile]]s
* Can only be found from [[water]] [[tile]]s.
* Unlike other magical terrains, it does not affect combat in any way.
* Unlike other magical terrains, Favorable Winds do not affect combat in any way.
 
'''Fiery Fields:'''
* Fiery Fields is a type of [[Magical Terrain]] that makes all [[Fire Magic]] [[spells]] be cast at expert level, regardless of the heroes' skills. This include both [[Adventure spell]]s and spells cast by creatures.
 
'''Holy Ground:'''
* Holy Ground is a type of [[Magical Terrain]] that gives all [[Alignment|Good Aligned]] creatures +1 [[Morale]] , all [[Alignment|Evil Aligned]]  creatures -1 [[Morale]].


'''Lucid Pools:'''
'''Holy Ground:''' Gives all [[Alignment|Good-aligned]] creatures +1 [[Morale]], and all [[Alignment|Evil-aligned]] creatures -1 Morale.
* '''Lucid pools''' is type of [[magical terrain]] that causes all [[water magic]] [[spell]] to be cast at expert level (whether or not the hero has water magic as a secondary skill). This includes [[combat spell]]s, [[adventure spell]]s and [[spellcaster|spells cast by creatures]].


'''Magic Clouds:'''
'''Fiery Fields:''' 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 as well as [[Spellcaster|spells cast by creatures]].
* Magic Clouds is a type of [[Magical Terrain]] that makes all [[Air Magic]] [[spells]] be cast at expert level, regardless of the heroes' skills. This include both [[Adventure spell]]s and spells cast by creatures.


'''Magic Plains:'''
'''Lucid Pools:''' 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 as well as [[Spellcaster|spells cast by creatures]].
* '''Magic plains''' is a type of [[magical terrain]] that causes all [[spell]]s to be cast at expert. This includes both [[adventure spell]]s, [[combat spell]]s as well as spells cast by creatures.


'''Rockland:'''
'''Magic Clouds:''' 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 as well as [[Spellcaster|spells cast by creatures]].
[[File: Rockland.gif|frame|Rockland terrain as seen on [[Adventure Map]].]]


* Rockland is a type of [[Magical Terrain]] that makes all [[Earth Magic]] [[spells]] be cast at expert level, regardless of the heroes' skills. This include both [[Adventure spell]]s and spells cast by creatures.
'''Rockland:''' 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 as well as [[Spellcaster|spells cast by creatures]].


==Related Articles==
==Related Articles==
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*[[Pathfinding]]
*[[Pathfinding]]


[[Category: Terrains|*]]
[[Category: Features]]

Revision as of 07:27, 10 April 2018

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. 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 if the hero has Navigation secondary skill.

Basic Terrains

Grass:

File:Terrain Grass.png

Highlands: Horn of the Abyss

Dirt:

Lava:

Subterranean:

  • Subterranean is native terrain for Dungeon. It is usually found on the underground layer.
  • Movement cost: 100% (Compared to grass.)

Rock:

Rough:

Sand:

Snow:

Swamp:

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, unlike movement on land.

Magical Terrains

Cursed Ground Rockland
Cursed Ground (above) and Rockland as seen on the Adventure Map.

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.

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.

Clover Field: Gives all neutrally aligned creatures +2 Luck.

Cursed Ground:

  • Prevents hero or creatures from casting of spells above level 1, includes both adventure and combat spells.
  • Disables all native terrain bonuses, morale and luck effects.

Evil Fog: Gives all Evil-aligned creatures +1 Morale, and all Good-aligned creatures -1 Morale.

Favorable Winds:

Navigation Movement
None 100%
Basic 200%
Advanced 250%
Expert 300%
  • Increase the effect of Navigation secondary skill – no effect if a hero does not posses the skill of Navigation.
  • Can only be found from water tiles.
  • Unlike other magical terrains, Favorable Winds do not affect combat in any way.

Holy Ground: Gives all Good-aligned creatures +1 Morale, and all Evil-aligned creatures -1 Morale.

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 as well as 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 as well as 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 as well as spells cast by creatures.

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 as well as spells cast by creatures.

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