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	<title>Heroes 3 wiki - User contributions [en]</title>
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	<updated>2026-05-31T22:40:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Terrain&amp;diff=52610</id>
		<title>Terrain</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Terrain&amp;diff=52610"/>
		<updated>2021-05-02T00:45:03Z</updated>

		<summary type="html">&lt;p&gt;EvilCherry: /* Related Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Terrain&#039;&#039;&#039; 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. [[HotA]] added two additional types of terrain: highlands and wasteland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic terrains ==&lt;br /&gt;
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style=&amp;quot;background-color:blanchedalmond;&amp;quot;&lt;br /&gt;
| colspan=4 style=&amp;quot;color:white; text-align:center; background-color:darkred; font-size:16px;&amp;quot;|&#039;&#039;&#039;Basic Terrains&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=#e79256&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; width=120px|&amp;lt;big&amp;gt;Terrain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; width=120px| &amp;lt;big&amp;gt;Image&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| &amp;lt;big&amp;gt;Description&lt;br /&gt;
! width=130px|&amp;lt;big&amp;gt;Movement cost&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(comparing to grass)&amp;lt;/small&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Grass&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color: #{{Grass}}; padding:0px&amp;quot;|&amp;lt;div id=&amp;quot;Grass&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Grass (h).gif]]&lt;br /&gt;
| Grass is the [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|100%&lt;br /&gt;
|- style=&amp;quot;background-color:#fbfbdf;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Highlands&#039;&#039;&#039;{{-}}{{withhota}}&lt;br /&gt;
| style=&amp;quot;padding:0px; background-color: #{{Highlands}};&amp;quot;|&amp;lt;div id=&amp;quot;Highlands&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Highlands (h).gif]]&lt;br /&gt;
| Replaces grass as the [[native terrain]] for [[Conflux]] in {{hota}}. Grass remains the [[native terrain]] for both [[Castle]] and [[Rampart]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Dirt&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0px; background-color: #{{Dirt}};&amp;quot;|&amp;lt;div id=&amp;quot;Dirt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Dirt (h).gif]]&lt;br /&gt;
| Dirt is the [[native terrain]] for [[Necropolis]] and [[Neutral]] troops, but neutral units do not acquire native terrain bonuses in battle. &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Lava&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0px; background-color: #{{Lava}};&amp;quot;|&amp;lt;div id=&amp;quot;Lava&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Lava (h).gif]]&lt;br /&gt;
| Lava is the [[native terrain]] for [[Inferno]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Subterranean&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0px;&amp;quot; | &amp;lt;div id=&amp;quot;Subterranean&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Subterranean (h).gif]]&lt;br /&gt;
| Subterranean is the [[native terrain]] for [[Dungeon]]. It is usually found on the underground [[layer]].&amp;lt;br&amp;gt;It is the only combat terrain for the underground layer (fixed in {{hota}}{{-}}{{withhota}}).&amp;lt;br&amp;gt;Also it is a combat terrain for [[gold mine|gold]], [[crystal cavern|crystal]] and [[abandoned mine]]s.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Rock&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0px;&amp;quot; | &amp;lt;div id=&amp;quot;Rock&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Rock (h).gif]]&lt;br /&gt;
| Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]].&amp;lt;br&amp;gt;Typically found in [[Layer|underground]] areas.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Rough&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0px; background-color: #{{Rough}};&amp;quot;|&amp;lt;div id=&amp;quot;Rough&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Rough (h).gif]]&lt;br /&gt;
| Rough is the [[native terrain]] for [[Stronghold]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|125%&lt;br /&gt;
|- style=&amp;quot;background-color:#fbfbdf;&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Wasteland&#039;&#039;&#039; {{withhota}}&lt;br /&gt;
| style=&amp;quot;padding:0px; background-color: #{{Wasteland}};&amp;quot;|&amp;lt;div id=&amp;quot;Wasteland&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Wasteland (h).gif]]&lt;br /&gt;
| Wasteland is not a [[native terrain]] for any faction (but planned to be native terrain for [[Factory]], a yet unreleased faction). &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|125%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Sand&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0px; background-color: #{{Sand}};&amp;quot;|&amp;lt;div id=&amp;quot;Sand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Sand (h).gif]]&lt;br /&gt;
| Sand is not a [[native terrain]] for any faction.     &amp;lt;br&amp;gt;Armies with at least one [[nomad]] ignore the [[Terrain Penalties|terrain penalty]].     &amp;lt;br&amp;gt;Sand is a combat terrain for all tiles next to water.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|150%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Snow&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0px; background-color: #{{Snow}};&amp;quot;|&amp;lt;div id=&amp;quot;Snow&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Snow (h).gif]]&lt;br /&gt;
| Snow is the [[native terrain]] for [[Tower]].&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|150%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Swamp&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0px; background-color: #{{Swamp}};&amp;quot;|&amp;lt;div id=&amp;quot;Swamp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Swamp (h).gif]]&lt;br /&gt;
| Swamp is the [[native terrain]] for [[Fortress]] and [[Cove]]{{-}}{{withhota}}.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|175%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0px; background-color: #{{Water}};&amp;quot;|&amp;lt;div id=&amp;quot;Water&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Water (h).gif]]&amp;lt;br&amp;gt;[[File:Water (h).gif]]&amp;lt;br&amp;gt;[[File:Water (h).gif]]&amp;lt;br&amp;gt;[[File:Water (h).gif]]&amp;lt;br&amp;gt;&lt;br /&gt;
| Can only be traveled on with a [[boat]].     &amp;lt;br&amp;gt;Can be traveled over with [[Water Walk]] and [[Fly]] spells, or by wearing [[Boots of Levitation]] or [[Angel Wings]] – hero&#039;s movement must end on dry land.     &amp;lt;br&amp;gt;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.     &amp;lt;br&amp;gt;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.     &amp;lt;br&amp;gt;The [[speed]] of the creatures in the hero&#039;s army does not affect movement in a boat. &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Magical terrains ==&lt;br /&gt;
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. &lt;br /&gt;
Only two magical terrains (Cursed Ground and Magic Plains) were in the original {{roe}}, the rest being introduced in {{sod}} expansion (and three more were added in [[HotA]]{{-wh}}).&lt;br /&gt;
&lt;br /&gt;
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style=&amp;quot;background-color:blanchedalmond;&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;color:white; text-align:center; background-color:darkred; font-size:16px;&amp;quot;|&#039;&#039;&#039;Magical Terrains&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=#e79256&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; width=120px|&amp;lt;big&amp;gt;Terrain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&amp;lt;big&amp;gt;Image&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&amp;lt;big&amp;gt;Description&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Magic Plains&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Magic Plains&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Magic Plains (h).gif]]&lt;br /&gt;
| Cause &#039;&#039;&#039;all&#039;&#039;&#039; [[spell]]s to be cast at expert level, regardless of the heroes&#039; 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.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Cursed Ground&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Cursed Ground&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Cursed Ground (h).gif]]&lt;br /&gt;
| Prevents hero or creatures from casting of [[spells]] above level 1, includes both adventure and combat spells.&amp;lt;br&amp;gt;&lt;br /&gt;
In {{roe}} level 1 spells are banned on Cursed Ground as well.{{-}}{{withroe}}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Disables all [[native terrain]] bonuses, positive or negative [[morale]] and [[luck]] effects.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Rockland&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Rockland&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Rockland (h).gif]]&lt;br /&gt;
| Causes all [[Earth Magic]] [[spells]] to be cast at expert level, regardless of the heroes&#039; skills. This includes both [[adventure spell]]s and [[combat spell]]s, but does not affect [[Spellcaster|spells cast by creatures]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Fiery Fields&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Fiery Fields&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Fiery Fields (h).gif]]&lt;br /&gt;
| Cause all [[Fire Magic]] [[spells]] to be cast at expert level, regardless of the heroes&#039; skills. This includes both [[adventure spell]]s and [[combat spell]]s, but does not affect [[Spellcaster|spells cast by creatures]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Lucid Pools&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Lucid Pools&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Lucid Pools (h).gif]]&lt;br /&gt;
| Cause all [[Water Magic]] [[spells]] to be cast at expert level, regardless of the heroes&#039; skills. This includes both [[adventure spell]]s and [[combat spell]]s, but does not affect [[Spellcaster|spells cast by creatures]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Magic Clouds&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Magic Clouds&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Magic Clouds (h).gif]]&lt;br /&gt;
| Cause all [[Air Magic]] [[spells]] to be cast at expert level, regardless of the heroes&#039; skills. This includes both [[adventure spell]]s and [[combat spell]]s, but does not affect [[Spellcaster|spells cast by creatures]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Holy Ground&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Holy Ground&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Holy Ground (h).gif]]&lt;br /&gt;
| Gives all [[Alignment|good-aligned]] creatures +1 [[Morale]], and all [[Alignment|Evil-aligned]] creatures -1 Morale.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Evil Fog&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Evil Fog&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Evil Fog (h).gif]]&lt;br /&gt;
| Gives all [[Alignment|evil-aligned]] creatures +1 [[Morale]], and all [[Alignment|Good-aligned]] creatures -1 Morale.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Clover Field&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Clover Field&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Clover Field (h).gif]]&lt;br /&gt;
| Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]]. [[Neutral creature]]s are not affected.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Favorable Winds&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Favorable Winds&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Favorable Winds (h).gif]]&lt;br /&gt;
| Reducing amount of consumed [[movement|movement point]]s by 1/3 (rounded up) for boats.&amp;lt;br&amp;gt;Unlike other magical terrains, Favorable Winds do not affect combat in any way.&lt;br /&gt;
In {{hota}} Favorable Winds cannot be placed under another magical terrain, so they cancel effect of any magical terrain at the same tile.{{withhota}}&lt;br /&gt;
|- style=&amp;quot;background-color:#fbfbdf;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Cracked Ice&#039;&#039;&#039;{{-}}{{withhota}}&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Cracked Ice&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Cracked Ice (h).gif]]&lt;br /&gt;
| Reduces the [[Defense]] of all troops by 5.&lt;br /&gt;
|- style=&amp;quot;background-color:#fbfbdf;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Dunes&#039;&#039;&#039;{{-}}{{withhota}}&lt;br /&gt;
| &amp;lt;div id=&amp;quot;Dunes&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Dunes (h).gif]]&lt;br /&gt;
| 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.&amp;lt;br&amp;gt;After entering a hex with a quicksand spot, unit stops and the spot becomes visible to both players.&lt;br /&gt;
|- style=&amp;quot;background-color:#fbfbdf;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-left:7px;&amp;quot;|&#039;&#039;&#039;Fields of Glory&#039;&#039;&#039;{{-}}{{withhota}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;div id=&amp;quot;Fields of Glory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Fields of Glory (h).gif]]&lt;br /&gt;
| Gives all troops -2 [[Luck]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
*[[Movement]]&lt;br /&gt;
*[[Native Terrain]]&lt;br /&gt;
*[[Layer]]&lt;br /&gt;
*[[Pathfinding]]&lt;br /&gt;
*[[River]]&lt;br /&gt;
&lt;br /&gt;
{{morale navigational box}}&lt;br /&gt;
{{luck navigational box}}&lt;br /&gt;
{{primary skill navigational box}}&lt;br /&gt;
{{water object navigational box}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Features]]&lt;/div&gt;</summary>
		<author><name>EvilCherry</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=River&amp;diff=52609</id>
		<title>River</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=River&amp;diff=52609"/>
		<updated>2021-05-02T00:43:55Z</updated>

		<summary type="html">&lt;p&gt;EvilCherry: Created page with &amp;quot;Four types of rivers can be found on the map. The river subtypes are clear, icy, muddy and lava.  Rivers are only decorative and do not affect Hero movement.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Four types of rivers can be found on the map. The river subtypes are clear, icy, muddy and lava.&lt;br /&gt;
&lt;br /&gt;
Rivers are only decorative and do not affect Hero movement.&lt;/div&gt;</summary>
		<author><name>EvilCherry</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=AI_Behavior&amp;diff=52553</id>
		<title>AI Behavior</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=AI_Behavior&amp;diff=52553"/>
		<updated>2021-04-29T23:51:55Z</updated>

		<summary type="html">&lt;p&gt;EvilCherry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In game against computer players, AI ​​randomly gets one of three behaviors: &#039;&#039;&#039;Builder&#039;&#039;&#039;, &#039;&#039;&#039;Warrior&#039;&#039;&#039; or &#039;&#039;&#039;Explorer&#039;&#039;&#039;. As a Builder, AI will act more in defense, focusing on the towns development, limiting the scope of exploring. A Warrior will seek to fight more with other players and capture neutral towns. An Explorer will focus on hiring more heroes and moderate aggression. He will sequentially explore the map. In addition, heroes of the Explorer type AI receive 50 more [[movement points]] at the start of each day.&lt;br /&gt;
AI behavior can also be defined in the map editor.&lt;br /&gt;
&lt;br /&gt;
The behavior of AI is also affected by the selected [[difficulty level]] of the map.&lt;br /&gt;
&lt;br /&gt;
== AI pathfinding ==&lt;br /&gt;
&lt;br /&gt;
By repetitively testing the AI behavior when given a choice between visiting two different objects on the map, one can draw the following conclusions:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Obelisks rather than Creature Dwellings.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Creature Dwellings rather than Windmills.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Windmills rather than Wagons.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Wagons rather than Learning Stones.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Learning Stones rather than Observatories, Graves (HotA), or a pile of Gold.&lt;br /&gt;
&lt;br /&gt;
    -When presented two objects between an Observatory, a Grave (HotA), or a pile of Gold, the AI always visits the object that&#039;s on its left side rather than the object that&#039;s on its right side (EXCEPT when it&#039;s a pile of Gold on the left and a Grave on the right. In this very specific case, the AI seems to choose randomly which object it will visit first.).&lt;br /&gt;
&lt;br /&gt;
    -When presented one object between an Observatory, a Grave (HotA), or a pile of Gold, and one object between a Scholar and a Witch&#039;s Hut, the AI always visits the former.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Scholars or Witch&#039;s Huts rather than Corpses.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Corpses rather than Gardens of Revelation or Star Axes.&lt;br /&gt;
&lt;br /&gt;
    -When presented a Garden of Revelation and a Star Axis, the AI always visits the object that&#039;s on its left side rather than the object that&#039;s on its right side.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Gardens of Revelation or Star Axes rather than a Hut of the Magi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are still a lot of comparisons to test in order to make this list exhaustive.&lt;br /&gt;
&lt;br /&gt;
This is useful information for mapmakers who want to predict exactly the behavior of a given champion.&lt;/div&gt;</summary>
		<author><name>EvilCherry</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=AI_Behavior&amp;diff=52552</id>
		<title>AI Behavior</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=AI_Behavior&amp;diff=52552"/>
		<updated>2021-04-29T23:49:38Z</updated>

		<summary type="html">&lt;p&gt;EvilCherry: Created page with &amp;quot;In game against computer players, AI ​​randomly gets one of three behaviors: &amp;#039;&amp;#039;&amp;#039;Builder&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Warrior&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Explorer&amp;#039;&amp;#039;&amp;#039;. As a Builder, AI will act more in defense, foc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In game against computer players, AI ​​randomly gets one of three behaviors: &#039;&#039;&#039;Builder&#039;&#039;&#039;, &#039;&#039;&#039;Warrior&#039;&#039;&#039; or &#039;&#039;&#039;Explorer&#039;&#039;&#039;. As a Builder, AI will act more in defense, focusing on the towns development, limiting the scope of exploring. A Warrior will seek to fight more with other players and capture neutral towns. An Explorer will focus on hiring more heroes and moderate aggression. He will sequentially explore the map. In addition, heroes of the Explorer type AI receive 50 more [[movement points]] at the start of each day.&lt;br /&gt;
AI behavior can also be defined in the map editor.&lt;br /&gt;
&lt;br /&gt;
The behavior of AI is also affected by the selected [[difficulty level]] of the map.&lt;br /&gt;
&lt;br /&gt;
== AI pathfinding ==&lt;br /&gt;
&lt;br /&gt;
By repetitively testing the AI behavior when given a choice between visiting two different objects on the map, one can draw the following conclusions:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Obelisks rather than Creature Dwellings.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Creature Dwellings rather than Windmills.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Windmills rather than Wagons.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Wagons rather than Learning Stones.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Learning Stones rather than Observatories, Graves (HotA), or a pile of Gold.&lt;br /&gt;
&lt;br /&gt;
    -When presented two objects between an Observatory, a Grave (HotA), or a pile of Gold, the AI always visits the object that&#039;s on its left side rather than the object that&#039;s on its right side (EXCEPT when it&#039;s a pile of Gold on the left and a Grave on the right. In this very specific case, the AI seems to choose randomly which object it will visit first.).&lt;br /&gt;
&lt;br /&gt;
    -When presented one object between an Observatory, a Grave (HotA), or a pile of Gold, and one object between a Scholar and a Witch&#039;s Hut, the AI always visits the former.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Scholars or Witch&#039;s Huts rather than Corpses.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Corpses rather than Gardens of Revelation or Star Axes.&lt;br /&gt;
&lt;br /&gt;
    -When presented a Garden of Revelation and a Star Axis, the AI always visits the object that&#039;s on its left side rather than the object that&#039;s on its right side.&lt;br /&gt;
&lt;br /&gt;
    -The AI always visits Gardens of Revelation or a Star Axes rather than a Hut of the Magi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are still a lot of comparisons to test in order to make this list exhaustive.&lt;br /&gt;
&lt;br /&gt;
This is useful information for mapmakers who want to predict exactly the behavior of a given champion.&lt;/div&gt;</summary>
		<author><name>EvilCherry</name></author>
	</entry>
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