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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. [[HotA]] added two additional types of terrain: highlands and wasteland.
'''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.


== Basic terrains ==
== Basic Terrains ==
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:#{{Tan 4}};"
'''Grass:'''
| colspan=4 style="color:white; text-align:center; background-color:#{{Tan 1}}; font-size:16px;"|'''Basic Terrains'''
[[Image: Terrain_Grass.png|right|50px]]
|- bgcolor=#{{Tan 2}}
* Grass is [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]].  
! style="color:white; text-align:left;" width=120px|<big>Terrain</big>
* Movement cost: 100% (Other terrains movement costs are compared to grass.)
! style="color:white; text-align:left;" width=120px| <big>Image
 
! style="color:white; text-align:left;"| <big>Description
'''Dirt:'''
! style="color:white;" width=130px|<big>Movement cost</big><br><small>(comparing to grass)</small>
* Dirt is [[native terrain]] for [[Necropolis]] and [[Neutral]] alignment troops.
|-
* Movement cost: 100% (Compared to grass.)
| style="padding-left:7px;"|'''Grass'''
 
| style="background-color: #{{Grass}}; padding:0px"|<div id="Grass"></div>[[File:Grass (h).gif]]
'''Lava:'''
| Grass is the [[native terrain]] for [[Castle]], [[Rampart]], and [[Conflux]]{{-}}{{withab}}.
* Lava is [[native terrain]] for [[Inferno]].
| style="text-align:center;"|100%
* Movement cost: 100% (Compared to grass.)
|- style="background-color:#{{Tan 3}};"
 
| style="padding-left:7px;"|'''Highlands'''{{-}}{{withhota}}
'''Subterranean:'''
| style="padding:0px; background-color: #{{Highlands}};"|<div id="Highlands"></div>[[File:Highlands (h).gif]]
* Subterranean is [[native terrain]] for [[Dungeon]]. It is usually found on the underground [[layer]].
| Highlands is the [[native terrain]] for [[Conflux]], replacing grass.
* Movement cost: 100% (Compared to grass.)
| style="text-align:center;"|100%
 
|-
'''Rock:'''
| style="padding-left:7px;"|'''Dirt'''
* Impassable even with [[Fly|flying]] - can be tarvelled through with [[Dimension Door]].
| style="padding:0px; background-color: #{{Dirt}};"|<div id="Dirt"></div>[[File:Dirt (h).gif]]
* Typically found in [[Layer|underground]] areas.
| Dirt is the [[native terrain]] for [[Necropolis]].  
 
| style="text-align:center;"|100%
'''Rough:'''
|- style="background-color:#{{Tan 3}};"
* Rough is [[native terrain]] for [[Stronghold]].
| style="padding-left:7px;"|'''Lava'''
* Movement cost: 125% (Compared to grass.)
| style="padding:0px; background-color: #{{Lava}};"|<div id="Lava"></div>[[File:Lava (h).gif]]
 
| Lava is the [[native terrain]] for [[Inferno]].
'''Sand:'''
| style="text-align:center;"|100%
* Sand is not a [[native terrain]] for any faction, armies including [[nomad]]s do not receive a [[Terrain Penalties|terrain penalty]].
|-
* Movement cost: 150% (Compared to grass.)
| style="padding-left:7px;"|'''Subterranean'''
 
| style="padding:0px;" | <div id="Subterranean"></div>[[File:Subterranean (h).gif]]
'''Snow:'''
| 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.
* Snow is [[native terrain]] for [[Tower]].
| style="text-align:center;"|100%
* Movement cost: 150% (Compared to grass.)
|- style="background-color:#{{Tan 3}};"
 
| style="padding-left:7px;"|'''Rock'''
'''Swamp:'''
| style="padding:0px;" | <div id="Rock"></div>[[File:Rock (h).gif]]
* Swamp is [[native terrain]] for [[Fortress]].
| Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]].<br>Typically found in [[Layer|underground]] areas.
* Movement cost: 175% (Compared to grass.)
| style="text-align:center;"|
 
|-
== Magical Terrains ==
| style="padding-left:7px;"|'''Rough'''
'''Clover field:'''
| style="padding:0px; background-color: #{{Rough}};"|<div id="Rough"></div>[[File:Rough (h).gif]]
* Increases the [[luck]] of all [[Alignment|neutrally aligned]] creatures by +2.
| Rough is the [[native terrain]] for [[Stronghold]].
 
| style="text-align:center;"|125%
'''Cursed Ground:'''
|- style="background-color:#{{Tan 3}};"
[[File: Cursed Ground.gif|frame|Cursed Ground as seen on the [[Adventure Map]].]]
| style="padding-left:7px;"|'''Wasteland''' {{withhota}}
 
| style="padding:0px; background-color: #{{Wasteland}};"|<div id="Wasteland"></div>[[File:Wasteland (h).gif]]
* Prevents hero or creatures from casting of [[spells]] above level 1, includes both adventure and combat spells.
| Wasteland is the [[native terrain]] for [[Factory]].
* All [[native terrain]] bonuses, [[morale]] and [[luck]] effects are disabled.
| style="text-align:center;"|125%
 
|-
'''Evil Fog:'''
| style="padding-left:7px;"|'''Sand'''
Increases evil aligned creatures morale by +1 while decreases good aligned creatures morale by -1.
| style="padding:0px; background-color: #{{Sand}};"|<div id="Sand"></div>[[File:Sand (h).gif]]
 
| 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.
'''Favorable Winds'''
| style="text-align:center;"|150%
{{Table|Navigation|Movement}}
|- style="background-color:#{{Tan 3}};"
| None || 100%
| style="padding-left:7px;"|'''Snow'''
|-
| style="padding:0px; background-color: #{{Snow}};"|<div id="Snow"></div>[[File:Snow (h).gif]]
| Basic || 200%
| Snow is the [[native terrain]] for [[Tower]].
|-
| style="text-align:center;"|150%
| Advanced || 250%
|-
|-
| style="padding-left:7px;"|'''Swamp'''
| Expert || 300%
| style="padding:0px; background-color: #{{Swamp}};"|<div id="Swamp"></div>[[File:Swamp (h).gif]]
| Swamp is the [[native terrain]] for [[Fortress]] and [[Cove]]{{-}}{{withhota}}.
| style="text-align:center;"|175%
|- style="background-color:#{{Tan 3}};"
| style="padding-left:7px;"|'''Water'''
| style="padding:0px; background-color: #{{Water}};"|<div id="Water"></div>[[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>
| Can only be traveled on with a [[boat]] or [[airship]]{{-wh}}.     <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;"|
|}
|}
* Increases the effect of [[Navigation]] [[secondary skill]] - has no effect if a hero does not posses Navigation skill.
* Can only be found from [[water]] [[tile]]s
* Unlike other magical terrains, it does 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:'''
* '''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]].


== Magical terrains ==
'''Magic Clouds:'''
In addition to basic terrain types, there are several types of magical terrains, which cover basic terrains providing additional features (i.e. there is always a basic terrain, which can be covered by a magical one). Magical terrains typically affect [[combat]] or [[Spell|spellcasting]], with the exception of [[favorable winds]], which increases movement over water.  
* 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.
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}}).


{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:#{{Tan 4}};"
'''Magic Plains:'''
| colspan=3 style="color:white; text-align:center; background-color:#{{Tan 1}}; font-size:16px;"|'''Magical Terrains'''
* '''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.
|- bgcolor=#{{Tan 2}}
 
! style="color:white; text-align:left;" width=140px|<big>Terrain</big>
'''Rockland:'''
! style="color:white; text-align:left;"|<big>Image
[[File: Rockland.gif|frame|Rockland terrain as seen on [[Adventure Map]].]]
! style="color:white; text-align:left;"|<big>Description
 
|-
* 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.
| style="padding-left:7px;"|'''Magic Plains'''
| <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.
|- style="background-color:#{{Tan 3}};"
| style="padding-left:7px;"|'''Cursed Ground'''
| <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>Disables all [[native terrain]] bonuses.<br>Negates all positive [[morale]] effects.<br>Negates all positive [[luck]] effects.<br>
<br>In the original {{roe}} version of the game, level 1 spells were banned on Cursed Ground as well.{{-}}{{withroe}}<br>
<br>In the {{hota}} expansion where negative luck was implemented, it also negates all negative [[luck]] effects.{{withhota}}
|-
| style="padding-left:7px;"|'''Rockland''' {{-}}{{withsod}}
| <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{{-ws}}/does{{-wh}} affect [[Spellcaster|spells cast by creatures]].
|- style="background-color:#{{Tan 3}};"
| style="padding-left:7px;"|'''Fiery Fields''' {{-}}{{withsod}}
| <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{{-ws}}/does{{-wh}} affect [[Spellcaster|spells cast by creatures]].
|-
| style="padding-left:7px;"|'''Lucid Pools''' {{-}}{{withsod}}
| <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{{-ws}}/does{{-wh}} affect [[Spellcaster|spells cast by creatures]].
|- style="background-color:#{{Tan 3}};"
| style="padding-left:7px;"|'''Magic Clouds''' {{-}}{{withsod}}
| <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{{-ws}}/does{{-wh}} affect [[Spellcaster|spells cast by creatures]].<br>{{-wh}}{{Cnu|Sandworm|Olgoi-Khorkhoi|name=Sandworms and Olgoi-Khorkhois}} walk instead of [[Flying|Burrowing]] on Magic Clouds.
|-
| style="padding-left:7px;"|'''Holy Ground''' {{-}}{{withsod}}
| <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.
|- style="background-color:#{{Tan 3}};"
| style="padding-left:7px;"|'''Evil Fog''' {{-}}{{withsod}}
| <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.
|-
| style="padding-left:7px;"|'''Clover Field''' {{-}}{{withsod}}
| <div id="Clover Field"></div>[[File:Clover Field (h).gif]]
| Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]]. [[Neutral creature]]s are not affected.
|- style="background-color:#{{Tan 3}};"
| style="padding-left:7px;"|'''Favorable Winds''' {{-}}{{withsod}}
| <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.
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="padding-left:7px;"|'''Cracked Ice'''{{-}}{{withhota}}
| <div id="Cracked Ice"></div>[[File:Cracked Ice (h).gif]]
| Reduces the [[Defense]] of all troops by 5.
|- style="background-color:#{{Tan 3}};"
| style="padding-left:7px;"|'''Dunes'''{{-}}{{withhota}}
| <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.
|-
| style="padding-left:7px;"|'''Fields of Glory'''{{-}}{{withhota}}
| style="text-align:center;"|<div id="Fields of Glory"></div>[[File:Fields of Glory (h).gif]]
| Gives all troops -2 [[Luck]].
|}


==Related Articles==
==Related Articles==
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*[[Layer]]
*[[Layer]]
*[[Pathfinding]]
*[[Pathfinding]]
*[[River]]
{{morale navigational box}}
{{luck navigational box}}
{{Movement navigational box}}
{{primary skill navigational box}}
{{water object navigational box}}


[[Category: Adventure Map concepts]]
[[Category: Terrains|*]]
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