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 or swamp. Water and rock may also be considered as one of the basic terrains, although they cannot be traveled on by ordinary means as traveling on water requires a [[boat]] and rock is impassable. In addition to basic terrain types, there are several types of [[magical terrain]]s, that typically affect [[combat]] or [[Spell|spellcasting]], with the exception of [[favorable winds]], which increases movement over water if the hero has [[Navigation]] [[secondary skill]].
'''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 ===
----
'''Grass:'''
'''Grass:'''
[[Image: Terrain_Grass.png|right|50px]]
[[Image: Terrain_Grass.png|right|50px]]
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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.


Line 36: Line 37:


'''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.)


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* Can only be traveled on with a [[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.
* 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.
** 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.
* 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.
* The [[speed]] of the creatures in the hero's army does not affect movement in a boat, unlike movement on land.


== Magical Terrains ==
=== Magical terrains ===
'''Clover field:'''
----
* Increases the [[luck]] of all [[Alignment|neutrally aligned]] creatures by +2.
Only two magical terrains (Cursed Ground and Magic Plains) were in the original {{roe}}, the rest being introduced in {{sod}} expansion.
 
'''Magic Plains:'''
<br>[[File:Magic Plains (h).gif]]
<br>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]].


'''Cursed Ground:'''
'''Cursed Ground:'''
[[File: Cursed Ground.gif|frame|Cursed Ground as seen on the [[Adventure Map]].]]
<br>[[File:Cursed Ground (h).gif]]<br>
* 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.
 
'''Rockland:'''
<br>[[File:Rockland (h).gif]]
<br>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]].
 
'''Fiery Fields:'''
<br>[[File:Fiery Fields (h).gif]]
<br>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]].
 
'''Lucid Pools:'''
<br>[[File:Lucid Pools (h).gif]]
<br>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 Clouds:'''
<br>[[File:Magic Clouds (h).gif]]
<br>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]].


* Prevents hero or creatures from casting of [[spells]] above level 1, includes both adventure and combat spells.
'''Holy Ground:'''
* All [[native terrain]] bonuses, [[morale]] and [[luck]] effects are disabled.
<br>[[File:Holy Ground (h).gif]]
<br>Gives all [[Alignment|Good-aligned]] creatures +1 [[Morale]], and all [[Alignment|Evil-aligned]] creatures -1 Morale.


'''Evil Fog:'''
'''Evil Fog:'''
Increases evil aligned creatures morale by +1 while decreases good aligned creatures morale by -1.
<br>[[File:Evil Fog (h).gif]]
<br>Gives all [[Alignment|Evil-aligned]] creatures +1 [[Morale]], and all [[Alignment|Good-aligned]] creatures -1 Morale.


'''Favorable Winds'''
'''Clover Field:'''
{{Table|Navigation|Movement}}
<br>[[File:Clover Field (h).gif]]
<br>Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]].
 
'''Favorable Winds:''' {{Table|Navigation|Movement}}
| None || 100%
| None || 100%
|-
|-
Line 69: Line 97:
| 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:'''
== {{hota}} ==
* 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:'''
=== HotA basic terrains ===
* Holy Ground is a type of [[Magical Terrain]] that gives all [[Alignment|Good Aligned]] creatures +1 [[Morale]] , all [[Alignment|Evil Aligned]] creatures -1 [[Morale]].
----
'''Highlands:'''
* Replaces grass as the [[native terrain]] for [[Conflux]]. Grass remains the [[native terrain]] for both [[Castle]] and [[Rampart]].
* Movement cost: 100% (Compared to grass.)


'''Lucid Pools:'''
=== HotA magical terrains ===
* '''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]].
----
'''Cracked Ice:'''
<br>[[File:Cracked Ice (h).gif]]
<br>Gives all troops -5 [[Defense]].


'''Magic Clouds:'''
'''Dunes:'''
* 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.
<br>[[File:Dunes (h).gif]]
 
<br>15 to 20 invisible [[quicksand]] spots are present on the battlefield.  
'''Magic Plains:'''
After entering a hex with a quicksand spot, unit stops and the spot becomes visible to both players.
* '''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:'''
[[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.
'''Fields of Glory:'''
<br>[[File:Fields of Glory (h).gif]]
<br>Gives all troops -2 [[Luck]].


==Related Articles==
==Related Articles==

Revision as of 22:43, 19 June 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

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


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.

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.

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.

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.

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:

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.

Horn of the Abyss

HotA basic terrains


Highlands:

HotA magical terrains


Cracked Ice:

Gives all troops -5 Defense.

Dunes:

15 to 20 invisible quicksand spots are present on the battlefield. 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.

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