Terrain: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
m (switch to correct color palettes)
(53 intermediate revisions by 17 users not shown)
Line 1: Line 1:
'''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]].
'''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.


=== Basic terrains ===
== Basic terrains ==
----
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:#{{Tan 4}}; color:darkgoldenrod;"
'''Grass:'''
| colspan=4 style="color:white; text-align:center; background-color:#{{Tan 1}}; font-size:16px;"|'''Basic Terrains'''
<br>[[File:Grass (h).gif|border]]
|- 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>
<br>[[File:Dirt (h).gif|border]]
|-
* Dirt is [[native terrain]] for [[Necropolis]] and [[Neutral]] alignment troops.
| style="padding-left:7px;"|'''Grass'''
* Movement cost: 100% (Compared to grass.)
| style="background-color: #{{Grass}}; padding:0px"|<div id="Grass"></div>[[File:Grass (h).gif]]
 
| Grass is the [[native terrain]] for [[Castle]], [[Rampart]], and [[Conflux]]{{-}}{{withab}}.
'''Lava:'''
| style="text-align:center;"|100%
<br>[[File:Lava (h).gif|border]]
|- style="background-color:#{{Yellowish 3}};"
* Lava is [[native terrain]] for [[Inferno]].
| style="padding-left:7px;"|'''Highlands'''{{-}}{{withhota}}
* Movement cost: 100% (Compared to grass.)
| style="padding:0px; background-color: #{{Highlands}};"|<div id="Highlands"></div>[[File:Highlands (h).gif]]
| Highlands is the [[native terrain]] for [[Conflux]], replacing grass.
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Dirt'''
| style="padding:0px; background-color: #{{Dirt}};"|<div id="Dirt"></div>[[File:Dirt (h).gif]]
| Dirt is the [[native terrain]] for [[Necropolis]].
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Lava'''
| style="padding:0px; background-color: #{{Lava}};"|<div id="Lava"></div>[[File:Lava (h).gif]]
| Lava is the [[native terrain]] for [[Inferno]].
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Subterranean'''
| style="padding:0px;" | <div id="Subterranean"></div>[[File:Subterranean (h).gif]]
| 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="padding-left:7px;"|'''Rock'''
| style="padding:0px;" | <div id="Rock"></div>[[File:Rock (h).gif]]
| Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]].<br>Typically found in [[Layer|underground]] areas.
| style="text-align:center;"|
|-
| style="padding-left:7px;"|'''Rough'''
| style="padding:0px; background-color: #{{Rough}};"|<div id="Rough"></div>[[File:Rough (h).gif]]
| Rough is the [[native terrain]] for [[Stronghold]].
| style="text-align:center;"|125%
|- style="background-color:#{{Yellowish 3}};"
| style="padding-left:7px;"|'''Wasteland''' {{withhota}}
| style="padding:0px; background-color: #{{Wasteland}};"|<div id="Wasteland"></div>[[File:Wasteland (h).gif]]
| Wasteland is the [[native terrain]] for [[Factory]].
| style="text-align:center;"|125%
|-
| style="padding-left:7px;"|'''Sand'''
| 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.
| style="text-align:center;"|150%
|-
| style="padding-left:7px;"|'''Snow'''
| style="padding:0px; background-color: #{{Snow}};"|<div id="Snow"></div>[[File:Snow (h).gif]]
| Snow is the [[native terrain]] for [[Tower]].
| style="text-align:center;"|150%
|-
| style="padding-left:7px;"|'''Swamp'''
| 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="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;"|
|}


'''Subterranean:'''
== Magical terrains ==
<br>[[File:Subterranean (h).gif|border]]
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.  
* Subterranean is [[native terrain]] for [[Dungeon]]. It is usually found on the underground [[layer]].
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}}).
* Movement cost: 100% (Compared to grass.)


'''Rock:'''
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:#{{Tan 4}}; color:darkgoldenrod;"
<br>[[File:Rock (h).gif|border]]
| colspan=3 style="color:white; text-align:center; background-color:#{{Tan 1}}; font-size:16px;"|'''Magical Terrains'''
* Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]].
|- bgcolor=#{{Tan 2}}
* Typically found in [[Layer|underground]] areas.
! style="color:white; text-align:left;" width=120px|<big>Terrain</big>
 
! style="color:white; text-align:left;"|<big>Image
'''Rough:'''
! style="color:white; text-align:left;"|<big>Description
<br>[[File:Rough (h).gif|border]]
|-
* Rough is [[native terrain]] for [[Stronghold]].
| style="padding-left:7px;"|'''Magic Plains'''
* Movement cost: 125% (Compared to grass.)
| <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.
'''Sand:'''
|-
<br>[[File:Sand (h).gif|border]]
| style="padding-left:7px;"|'''Cursed Ground'''
* Sand is not a [[native terrain]] for any faction, armies including [[nomad]]s do not receive a [[Terrain Penalties|terrain penalty]].
| <div id="Cursed Ground"></div>[[File:Cursed Ground (h).gif]]
* Movement cost: 150% (Compared to grass.)
| 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>
'''Snow:'''
<br>In the {{hota}} expansion where negative luck was implemented, it also negates all negative [[luck]] effects.{{withhota}}
<br>[[File:Snow (h).gif|border]]
|-
* Snow is [[native terrain]] for [[Tower]].
| style="padding-left:7px;"|'''Rockland''' {{-}}{{withsod}}
* Movement cost: 150% (Compared to grass.)
| <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]].
'''Swamp:'''
|-
<br>[[File:Swamp (h).gif|border]]
| style="padding-left:7px;"|'''Fiery Fields''' {{-}}{{withsod}}
* Swamp is [[native terrain]] for [[Fortress]] and [[Cove]]{{-}}{{withhota}}.
| <div id="Fiery Fields"></div>[[File:Fiery Fields (h).gif]]
* Movement cost: 175% (Compared to grass.)
| 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]].
 
|-
'''Water:'''
| style="padding-left:7px;"|'''Lucid Pools''' {{-}}{{withsod}}
<br>[[File:Water (h).gif|border]]
| <div id="Lucid Pools"></div>[[File:Lucid Pools (h).gif]]
* Can only be traveled on with a [[boat]].
| 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]].
* 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 [[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.
| style="padding-left:7px;"|'''Magic Clouds''' {{-}}{{withsod}}
* 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.
| <div id="Magic Clouds"></div>[[File:Magic Clouds (h).gif]]
* The [[speed]] of the creatures in the hero's army does not affect movement in a boat, unlike movement on land.
| 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}}{{Cn|Sandworm|noname=}}{{Cn|Olgoi-Khorkhoi|name=Sandworms and Olgoi-Khorkhois}} walk instead of [[Flying|Burrowing]] on Magic Clouds.
 
|-
=== Magical terrains ===
| style="padding-left:7px;"|'''Holy Ground''' {{-}}{{withsod}}
----
| <div id="Holy Ground"></div>[[File:Holy Ground (h).gif]]
Only two magical terrains (Cursed Ground and Magic Plains) were in the original {{roe}}, the rest being introduced in {{sod}} expansion.
| Gives all [[Alignment|good-aligned]] creatures +1 [[Morale]], and all [[Alignment|Evil-aligned]] creatures -1 Morale.
 
|-
'''Magic Plains:'''
| style="padding-left:7px;"|'''Evil Fog''' {{-}}{{withsod}}
<br>[[File:Magic Plains (h).gif]]
| <div id="Evil Fog"></div>[[File:Evil Fog (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]].
| Gives all [[Alignment|evil-aligned]] creatures +1 [[Morale]], and all [[Alignment|Good-aligned]] creatures -1 Morale.
 
|-
'''Cursed Ground:'''
| style="padding-left:7px;"|'''Clover Field''' {{-}}{{withsod}}
<br>[[File:Cursed Ground (h).gif]]<br>
| <div id="Clover Field"></div>[[File:Clover Field (h).gif]]
* Prevents hero or creatures from casting of [[spells]] above level 1, includes both adventure and combat spells.
| Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]]. [[Neutral creature]]s are not affected.
* Disables all [[native terrain]] bonuses, [[morale]] and [[luck]] effects.
|-
 
| style="padding-left:7px;"|'''Favorable Winds''' {{-}}{{withsod}}
'''Rockland:'''
| <div id="Favorable Winds"></div>[[File:Favorable Winds (h).gif]]
<br>[[File:Rockland (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.
<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]].
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:#{{Yellowish 3}};"
'''Fiery Fields:'''
| style="padding-left:7px;"|'''Cracked Ice'''{{-}}{{withhota}}
<br>[[File:Fiery Fields (h).gif]]
| <div id="Cracked Ice"></div>[[File:Cracked Ice (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]].
| Reduces the [[Defense]] of all troops by 5.
 
|- style="background-color:#{{Yellowish 3}};"
'''Lucid Pools:'''
| style="padding-left:7px;"|'''Dunes'''{{-}}{{withhota}}
<br>[[File:Lucid Pools (h).gif]]
| <div id="Dunes"></div>[[File:Dunes (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]].
| 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:#{{Yellowish 3}};"
'''Magic Clouds:'''
| style="padding-left:7px;"|'''Fields of Glory'''{{-}}{{withhota}}
<br>[[File:Magic Clouds (h).gif]]
| style="text-align:center;"|<div id="Fields of Glory"></div>[[File:Fields of Glory (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]].
| Gives all troops -2 [[Luck]].
 
'''Holy Ground:'''
<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:'''
<br>[[File:Evil Fog (h).gif]]
<br>Gives all [[Alignment|Evil-aligned]] creatures +1 [[Morale]], and all [[Alignment|Good-aligned]] creatures -1 Morale.
 
'''Clover Field:'''
<br>[[File:Clover Field (h).gif]]
<br>Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]].
 
'''Favorable Winds:''' {{Table|Navigation|Movement}}
| None || 100%
|-
| Basic || 200%
|-
| Advanced || 250%
|-
| Expert || 300%
|}
|}
[[File:Favorable Winds (h).gif]]
* 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.
* Unlike other magical terrains, Favorable Winds do not affect combat in any way.
== {{hota}} ==
=== HotA basic terrains ===
----
'''Highlands:'''
<br>[[File:Highlands (h).gif|border]]
* Replaces grass as the [[native terrain]] for [[Conflux]]. Grass remains the [[native terrain]] for both [[Castle]] and [[Rampart]].
* Movement cost: 100% (Compared to grass.)
=== HotA magical terrains ===
----
'''Cracked Ice:'''
<br>[[File:Cracked Ice (h).gif]]
<br>Gives all troops -5 [[Defense]].
'''Dunes:'''
<br>[[File:Dunes (h).gif]]
<br>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:'''
<br>[[File:Fields of Glory (h).gif]]
<br>Gives all troops -2 [[Luck]].


==Related Articles==
==Related Articles==
Line 140: Line 143:
*[[Layer]]
*[[Layer]]
*[[Pathfinding]]
*[[Pathfinding]]
*[[River]]
{{morale navigational box}}
{{luck navigational box}}
{{Movement navigational box}}
{{primary skill navigational box}}
{{water object navigational box}}


[[Category: Features]]
[[Category: Adventure Map concepts]]

Revision as of 15:20, 30 April 2024

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.

Basic terrains

Basic Terrains
Terrain Image Description Movement cost
(comparing to grass)
Grass
Grass is the native terrain for Castle, Rampart, and Conflux Armageddon's Blade. 100%
Highlands Horn of the Abyss
Highlands is the native terrain for Conflux, replacing grass. 100%
Dirt
Dirt is the native terrain for Necropolis. 100%
Lava
Lava is the native terrain for Inferno. 100%
Subterranean
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
Impassable even with flying - can be travelled through with Dimension Door.
Typically found in underground areas.
Rough
Rough is the native terrain for Stronghold. 125%
Wasteland Horn of the Abyss
Wasteland is the native terrain for Factory. 125%
Sand
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 is the native terrain for Tower. 150%
Swamp
Swamp is the native terrain for Fortress and Cove Horn of the Abyss. 175%
Water




Can only be traveled on with a boat or airship Horn of the Abyss.
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

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 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 (and three more were added in HotA Horn of the Abyss).

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 and some of magic creature abilities.
Cursed Ground
Prevents hero or creatures from casting of spells above level 1, includes both adventure and combat spells.
Disables all native terrain bonuses.
Negates all positive morale effects.
Negates all positive luck effects.


In the original Restoration of Erathia version of the game, level 1 spells were banned on Cursed Ground as well. Restoration of Erathia

In the Horn of the Abyss expansion where negative luck was implemented, it also negates all negative luck effects.Horn of the Abyss

Rockland  Shadow of Death
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 Shadow of Death/does Horn of the Abyss affect spells cast by creatures.
Fiery Fields  Shadow of Death
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 Shadow of Death/does Horn of the Abyss affect spells cast by creatures.
Lucid Pools  Shadow of Death
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 Shadow of Death/does Horn of the Abyss affect spells cast by creatures.
Magic Clouds  Shadow of Death
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 Shadow of Death/does Horn of the Abyss affect spells cast by creatures.
 Horn of the AbyssSandworm Olgoi-Khorkhoi Sandworms and Olgoi-Khorkhois walk instead of Burrowing on Magic Clouds.
Holy Ground  Shadow of Death
Gives all good-aligned creatures +1 Morale, and all Evil-aligned creatures -1 Morale.
Evil Fog  Shadow of Death
Gives all evil-aligned creatures +1 Morale, and all Good-aligned creatures -1 Morale.
Clover Field  Shadow of Death
Gives all neutrally aligned creatures +2 Luck. Neutral creatures are not affected.
Favorable Winds  Shadow of Death
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
Reduces the Defense of all troops by 5.
Dunes Horn of the Abyss
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
Gives all troops -2 Luck.

Related Articles