Terrain

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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. 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

Basic Terrains
Terrain Image Description Movement cost
(comparing to grass)
Grass Grass is native terrain for Castle, Rampart and Conflux. 100%
Highlands Horn of the Abyss Replaces grass as the native terrain for Conflux. Grass remains the native terrain for both Castle and Rampart. 100%
Dirt Dirt is native terrain for Necropolis and Neutral alignment troops. 100%
Lava Lava is native terrain for Inferno. 100%
Subterranean Subterranean is native terrain for Dungeon. It is usually found on the underground layer. 100%
Rock Impassable even with flying - can be travelled through with Dimension Door.


Typically found in underground areas.

Rough Rough is native terrain for Stronghold. 125%
Sand Sand is not a native terrain for any faction, armies including nomads do not receive a terrain penalty. 150%
Snow Snow is native terrain for Tower. 150%
Swamp Swamp is 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, unlike


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.

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.
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 Reducing amount of consumed movement points by 1/3 (rounded up) for a boats.


Unlike other magical terrains, Favorable Winds do not affect combat in any way.

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.

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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