Difference between revisions of "Terrain"

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|-  
 
|-  
 
| style="padding-left:7px;"|'''Grass'''
 
| style="padding-left:7px;"|'''Grass'''
| [[File:Grass (h).gif|border]]
+
| <div id="Grass"></div>[[File:Grass (h).gif|border]]
 
| Grass is the [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]].
 
| Grass is the [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]].
 
| style="text-align:center;"|100%
 
| style="text-align:center;"|100%
 
|- style="background-color:#fbfbdf;"
 
|- style="background-color:#fbfbdf;"
 
| style="padding-left:7px;"|'''Highlands'''{{-}}{{withhota}}
 
| style="padding-left:7px;"|'''Highlands'''{{-}}{{withhota}}
| [[File:Highlands (h).gif|border]]
+
| <div id="Highlands"></div>[[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]].
 
| 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="text-align:center;"|100%
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Dirt'''
 
| style="padding-left:7px;"|'''Dirt'''
| [[File:Dirt (h).gif|border]]
+
| <div id="Dirt"></div>[[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.  
+
| Dirt is the [[native terrain]] for [[Necropolis]] and [[Neutral]] troops, but neutral units do not acquire native terrain bonuses in battle.  
 
| style="text-align:center;"|100%
 
| style="text-align:center;"|100%
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Lava'''
 
| style="padding-left:7px;"|'''Lava'''
| [[File:Lava (h).gif|border]]
+
| <div id="Lava"></div>[[File:Lava (h).gif|border]]
 
| Lava is the [[native terrain]] for [[Inferno]].
 
| Lava is the [[native terrain]] for [[Inferno]].
 
| style="text-align:center;"|100%
 
| style="text-align:center;"|100%
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Subterranean'''
 
| style="padding-left:7px;"|'''Subterranean'''
| [[File:Subterranean (h).gif|border]]
+
| <div id="Subterranean"></div>[[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.
 
| 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="text-align:center;"|100%
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Rock'''
 
| style="padding-left:7px;"|'''Rock'''
| [[File:Rock (h).gif|border]]
+
| <div id="Rock"></div>[[File:Rock (h).gif|border]]
 
| Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]].
 
| Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]].
 
<br>Typically found in [[Layer|underground]] areas.
 
<br>Typically found in [[Layer|underground]] areas.
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|-  
 
|-  
 
| style="padding-left:7px;"|'''Rough'''
 
| style="padding-left:7px;"|'''Rough'''
| [[File:Rough (h).gif|border]]
+
| <div id="Rough"></div>[[File:Rough (h).gif|border]]
 
| Rough is the [[native terrain]] for [[Stronghold]].
 
| Rough is the [[native terrain]] for [[Stronghold]].
 
| style="text-align:center;"|125%
 
| style="text-align:center;"|125%
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Sand'''
 
| style="padding-left:7px;"|'''Sand'''
| [[File:Sand (h).gif|border]]
+
| <div id="Sand"></div>[[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.
 
| 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="text-align:center;"|150%
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Snow'''
 
| style="padding-left:7px;"|'''Snow'''
| [[File:Snow (h).gif|border]]
+
| <div id="Snow"></div>[[File:Snow (h).gif|border]]
 
| Snow is the [[native terrain]] for [[Tower]].
 
| Snow is the [[native terrain]] for [[Tower]].
 
| style="text-align:center;"|150%
 
| style="text-align:center;"|150%
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Swamp'''
 
| style="padding-left:7px;"|'''Swamp'''
| [[File:Swamp (h).gif|border]]
+
| <div id="Swamp"></div>[[File:Swamp (h).gif|border]]
 
| Swamp is the [[native terrain]] for [[Fortress]] and [[Cove]]{{-}}{{withhota}}.
 
| Swamp is the [[native terrain]] for [[Fortress]] and [[Cove]]{{-}}{{withhota}}.
 
| style="text-align:center;"|175%
 
| style="text-align:center;"|175%
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Water'''
 
| style="padding-left:7px;"|'''Water'''
| [[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>
+
| <div id="Water"></div>[[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.  
 
| 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;"|
 
| style="text-align:center;"|
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|-  
 
|-  
 
| style="padding-left:7px;"|'''Magic Plains'''
 
| style="padding-left:7px;"|'''Magic Plains'''
| [[File:Magic Plains (h).gif]]
+
| <div id="Magic Plains"></div>[[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.
 
| 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'''
 
| style="padding-left:7px;"|'''Cursed Ground'''
| [[File:Cursed Ground (h).gif]]
+
| <div id="Cursed Ground"></div>[[File:Cursed Ground (h).gif]]
 
| Prevents hero or creatures from casting of [[spells]] above level 1, includes both adventure and combat spells.<br>
 
| 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>
 
In {{roe}} level 1 spells are banned on Cursed Ground as well.{{-}}{{withroe}}<br>
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|-  
 
|-  
 
| style="padding-left:7px;"|'''Rockland'''
 
| style="padding-left:7px;"|'''Rockland'''
| [[File:Rockland (h).gif]]
+
| <div id="Rockland"></div>[[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]].
 
| 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'''
 
| style="padding-left:7px;"|'''Fiery Fields'''
| [[File:Fiery Fields (h).gif]]
+
| <div id="Fiery Fields"></div>[[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]].
 
| 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'''
+
| style="padding-left:7px;"|'''Lucid Pools'''
| [[File:Lucid Pools (h).gif]]
+
| <div id="Lucid Pools"></div>[[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]].
 
| 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'''
 
| style="padding-left:7px;"|'''Magic Clouds'''
| [[File:Magic Clouds (h).gif]]
+
| <div id="Magic Clouds"></div>[[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]].
 
| 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'''
 
| style="padding-left:7px;"|'''Holy Ground'''
| [[File:Holy Ground (h).gif]]
+
| <div id="Holy Ground"></div>[[File:Holy Ground (h).gif]]
 
| Gives all [[Alignment|good-aligned]] creatures +1 [[Morale]], and all [[Alignment|Evil-aligned]] creatures -1 Morale.
 
| Gives all [[Alignment|good-aligned]] creatures +1 [[Morale]], and all [[Alignment|Evil-aligned]] creatures -1 Morale.
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Evil Fog'''
 
| style="padding-left:7px;"|'''Evil Fog'''
| [[File:Evil Fog (h).gif]]
+
| <div id="Evil Fog"></div>[[File:Evil Fog (h).gif]]
 
| Gives all [[Alignment|evil-aligned]] creatures +1 [[Morale]], and all [[Alignment|Good-aligned]] creatures -1 Morale.
 
| Gives all [[Alignment|evil-aligned]] creatures +1 [[Morale]], and all [[Alignment|Good-aligned]] creatures -1 Morale.
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Clover Field'''
 
| style="padding-left:7px;"|'''Clover Field'''
| [[File:Clover Field (h).gif]]
+
| <div id="Clover Field"></div>[[File:Clover Field (h).gif]]
 
| Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]].
 
| Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]].
 
|-  
 
|-  
 
| style="padding-left:7px;"|'''Favorable Winds'''
 
| style="padding-left:7px;"|'''Favorable Winds'''
| [[File:Favorable Winds (h).gif]]
+
| <div id="Favorable Winds"></div>[[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.
 
| 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}}
 
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="background-color:#fbfbdf;"
 
|- style="background-color:#fbfbdf;"
 
| style="padding-left:7px;"|'''Cracked Ice'''{{-}}{{withhota}}
 
| style="padding-left:7px;"|'''Cracked Ice'''{{-}}{{withhota}}
| [[File:Cracked Ice (h).gif]]
+
| <div id="Cracked Ice"></div>[[File:Cracked Ice (h).gif]]
 
| Reduces the [[Defense]] of all troops by 5.
 
| Reduces the [[Defense]] of all troops by 5.
 
|- style="background-color:#fbfbdf;"
 
|- style="background-color:#fbfbdf;"
 
| style="padding-left:7px;"|'''Dunes'''{{-}}{{withhota}}
 
| style="padding-left:7px;"|'''Dunes'''{{-}}{{withhota}}
| [[File:Dunes (h).gif]]
+
| <div id="Dunes"></div>[[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.
 
| 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="background-color:#fbfbdf;"
 
|- style="background-color:#fbfbdf;"
 
| style="padding-left:7px;"|'''Fields of Glory'''{{-}}{{withhota}}
 
| style="padding-left:7px;"|'''Fields of Glory'''{{-}}{{withhota}}
| style="text-align:center;"|[[File:Fields of Glory (h).gif]]
+
| style="text-align:center;"|<div id="Fields of Glory"></div>[[File:Fields of Glory (h).gif]]
 
| Gives all troops -2 [[Luck]].
 
| Gives all troops -2 [[Luck]].
 
|}
 
|}
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{{luck navigational box}}
 
{{luck navigational box}}
 
{{primary skill navigational box}}
 
{{primary skill navigational box}}
 +
{{water object navigational box}}
 +
 
[[Category: Features]]
 
[[Category: Features]]

Latest revision as of 01:58, 26 March 2019

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[edit]

Basic Terrains
Terrain Image Description Movement cost
(comparing to grass)
Grass
Grass (h).gif
Grass is the native terrain for Castle, Rampart and Conflux. 100%
Highlands Horn of the Abyss
Highlands (h).gif
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 (h).gif
Dirt is the native terrain for Necropolis and Neutral troops, but neutral units do not acquire native terrain bonuses in battle. 100%
Lava
Lava (h).gif
Lava is the native terrain for Inferno. 100%
Subterranean
Subterranean (h).gif
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
Rock (h).gif
Impassable even with flying - can be travelled through with Dimension Door.


Typically found in underground areas.

Rough
Rough (h).gif
Rough is the native terrain for Stronghold. 125%
Sand
Sand (h).gif
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 (h).gif
Snow is the native terrain for Tower. 150%
Swamp
Swamp (h).gif
Swamp is the native terrain for Fortress and Cove Horn of the Abyss. 175%
Water
Water (h).gif
Water (h).gif
Water (h).gif
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[edit]

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
Magic Plains (h).gif
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
Cursed Ground (h).gif
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
Rockland (h).gif
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
Fiery Fields (h).gif
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
Lucid Pools (h).gif
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
Magic Clouds (h).gif
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
Holy Ground (h).gif
Gives all good-aligned creatures +1 Morale, and all Evil-aligned creatures -1 Morale.
Evil Fog
Evil Fog (h).gif
Gives all evil-aligned creatures +1 Morale, and all Good-aligned creatures -1 Morale.
Clover Field
Clover Field (h).gif
Gives all neutrally aligned creatures +2 Luck.
Favorable Winds
Favorable Winds (h).gif
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
Cracked Ice (h).gif
Reduces the Defense of all troops by 5.
Dunes Horn of the Abyss
Dunes (h).gif
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
Fields of Glory (h).gif
Gives all troops -2 Luck.

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