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'''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.
'''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}}{{-wh}} added two additional types of terrain: highlands and wasteland.


== Basic terrains ==
== Basic terrains ==
'''Grass:'''
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:#{{Tan 4}};"
[[Image: Terrain_Grass.png|right|50px]]
| colspan=4 style="color:white; text-align:center; background-color:#{{Tan 1}}; font-size:16px;"|'''Basic Terrains'''
* Grass is [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]].  
|- bgcolor=#{{Tan 2}}
* Movement cost: 100% (Other terrains movement costs are compared to grass.)
! style="color:white; text-align:left;" width=120px|<big>Terrain</big>
! style="color:white; text-align:left;" width=120px| <big>Image
! style="color:white; text-align:left;"| <big>Description
! style="color:white;" width=130px|<big>Movement cost</big><br><small>(comparing to grass)</small>
|-
| style="padding-left:7px;"|'''Grass'''
| style="background-color: #{{Grass}}; padding:0px"|<div id="Grass"></div>[[File:Grass (h).gif]]
| Grass is the [[native terrain]] for [[Castle]]{{hidewithhota|,}}{{showwithhota| and}} [[Rampart]]{{hidewithhota|, and [[Conflux]]{{-wa}}}}.
| style="text-align:center;"|100%
|- class='onlyhota'
| style="padding-left:7px;"|'''Highlands'''{{-wh}}
| 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{{showwithhota| ''(fixed in {{hota}}{{-wh}})''}}.<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;"| n/a
|-
| 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%
|- class='onlyhota'
| style="padding-left:7px;"|'''Wasteland'''{{-wh}}
| 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]]{{showwithhota| and [[Cove]]{{-wh}}}}.
| 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]]{{showwithhota| 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;"| n/a
|}


'''Dirt:'''
== Magical terrains ==
* Dirt is [[native terrain]] for [[Necropolis]] and [[Neutral]] alignment troops.
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.  
* Movement cost: 100% (Compared to grass.)
Only two magical terrains (Cursed Ground and Magic Plains) were in the original {{roe}}, the rest being introduced in {{sod}} expansion{{showwithhota| (and three more were added in {{hota}}{{-wh}})}}.


'''Lava:'''
Only one magical terrain effect can apply at the same time; if magical terrains are stacked on top of one another in the [[map editor]], the topmost terrain effect applies and appears as a battlefield.
* Lava is [[native terrain]] for [[Inferno]].
* Movement cost: 100% (Compared to grass.)


'''Subterranean:'''
{| border=1px grey; cellspacing=0; cellpadding=4px; width=980px; style="background-color:#{{Tan 4}};"
* Subterranean is [[native terrain]] for [[Dungeon]]. It is usually found on the underground [[layer]].
| colspan=3 style="color:white; text-align:center; background-color:#{{Tan 1}}; font-size:16px;"|'''Magical Terrains'''
* Movement cost: 100% (Compared to grass.)
|- bgcolor=#{{Tan 2}}
 
! style="color:white; text-align:left;" width=140px|<big>Terrain</big>
'''Rough:'''
! style="color:white; text-align:left;"|<big>Image
* Rough is [[native terrain]] for [[Stronghold]].
! style="color:white; text-align:left;"|<big>Description
* Movement cost: 125% (Compared to grass.)
|-
 
| style="padding-left:7px;"|'''Magic Plains'''
'''Sand:'''
| <div id="Magic Plains"></div>[[File:Magic Plains (h).gif]]
* Sand is not a [[native terrain]] for any faction, armies including [[nomad]]s do not receive a [[Terrain Penalties|terrain penalty]].
| 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.
* Movement cost: 150% (Compared to grass.)
|-
 
| style="padding-left:7px;"|'''Cursed Ground'''
'''Snow:'''
| <div id="Cursed Ground"></div>[[File:Cursed Ground (h).gif]]
* Snow is [[native terrain]] for [[Tower]].
| 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>
* Movement cost: 150% (Compared to grass.)
<br>In {{roe}}, level 1 spells were banned on Cursed Ground as well.{{-wr}}<br>
 
{{showwithhota|<br>In {{hota}}, where negative luck was implemented, it also negates all negative [[luck]] effects.{{-wh}}}}
'''Swamp:'''
|-
* Swamp is [[native terrain]] for [[Fortress]].
| style="padding-left:7px;"|'''Rockland''' {{-ws}}
* Movement cost: 175% (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, {{swh|as well as|but does not affect}} [[Spellcaster|spells cast by creatures]].
== Magical Terrains ==
|-
'''Clover field:'''
| style="padding-left:7px;"|'''Fiery Fields''' {{-ws}}
* Increases the [[luck]] of all [[Alignment|neutrally aligned]] creatures by 2.
| <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, {{swh|as well as|but does not affect}} [[Spellcaster|spells cast by creatures]].
'''Cursed Ground:'''
|-
[[File: Cursed Ground.gif|frame|Cursed Ground as seen on the [[Adventure Map]].]]
| style="padding-left:7px;"|'''Lucid Pools''' {{-ws}}
 
| <div id="Lucid Pools"></div>[[File:Lucid Pools (h).gif]]
* Prevents casting of [[spells]] above level 1. This includes [[adventure spell]]s as well as [[combat spell]]s if the combat takes place on the cursed ground. Spells cast by the creatures are limited in the same way. Additionally, all [[native terrain]] bonuses, [[morale]] and [[luck]] are disabled.
| 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, {{swh|as well as|but does not affect}} [[Spellcaster|spells cast by creatures]].
 
'''Evil Fog:'''
* Evil Fog is a type of [[Magical Terrain]] that gives all [[Alignment|Evil Aligned]] creatures +1 [[Morale]] , all [[Alignment|Good Aligned]] creatures -1 [[Morale]].
 
'''Favorable Winds'''
{{Table|Navigation|Movement}}
| None || 100%
|-
|-
| Basic || 200%
| style="padding-left:7px;"|'''Magic Clouds''' {{-ws}}
| <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, {{swh|as well as|but does not affect}} [[Spellcaster|spells cast by creatures]].{{showwithhota|<br>{{Cnu|Sandworm|Olgoi-Khorkhoi|name=Sandworms and Olgoi-Khorkhois}} walk instead of [[Flying|Burrowing]] on Magic Clouds.{{-wh}}}}
|-
| style="padding-left:7px;"|'''Holy Ground''' {{-ws}}
| <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.
|-
|-
| Advanced || 250%
| style="padding-left:7px;"|'''Evil Fog''' {{-ws}}
| <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''' {{-ws}}
| <div id="Clover Field"></div>[[File:Clover Field (h).gif]]
| Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]]. [[Neutral creature]]s are not affected.
|-
|-
| Expert || 300%
| style="padding-left:7px;"|'''Favorable Winds''' {{-ws}}
| <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.
{{showwithhota|In {{hota}}, Favorable Winds cannot be placed under another magical terrain, so they cancel effect of any magical terrain at the same tile.{{-wh}}}}
|- class='onlyhota'
| style="padding-left:7px;"|'''Cracked Ice'''{{-wh}}
| <div id="Cracked Ice"></div>[[File:Cracked Ice (h).gif]]
| Reduces the [[Defense]] of all troops by 5.
|- class='onlyhota'
| style="padding-left:7px;"|'''Dunes'''{{-wh}}
| <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.
|- class='onlyhota'
| style="padding-left:7px;"|'''Fields of Glory'''{{-wh}}
| style="text-align:center;"|<div id="Fields of Glory"></div>[[File:Fields of Glory (h).gif]]
| Gives all troops -2 [[Luck]].
|}
|}
*  '''Favorable Winds''' is a [[magical terrain]], that was introduced in the {{sod}} expansion. It increases the effect of [[Navigation]] [[secondary skill]]. Favorable Winds can only be found from [[water]] [[tile]]s, and unlike other magical terrains, it does not affect combat in any way. As can be seen from the table on the right, Favorable Winds do not affect movement of heroes without Navigation skill.
'''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]].
'''Magic Clouds:'''
* 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.
'''Magic Plains:'''
* '''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.
'''Rockland:'''
[[File: Rockland.gif|frame|Rockland terrain as seen on [[Adventure Map]].]]
* 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.


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

Latest revision as of 14:31, 2 November 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. Horn of the Abyss Horn of the Abyss added two additional types of terrain: highlands and wasteland.

Basic terrains[edit | hide | hide all]

Basic Terrains
Terrain Image Description Movement cost
(comparing to grass)
Grass
Grass is the native terrain for Castle, and 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.
n/a
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.
n/a

Magical terrains[edit | hide]

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 Horn of the Abyss Horn of the Abyss).

Only one magical terrain effect can apply at the same time; if magical terrains are stacked on top of one another in the map editor, the topmost terrain effect applies and appears as a battlefield.

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 Restoration of Erathia, level 1 spells were banned on Cursed Ground as well. Restoration of Erathia

In Horn of the Abyss, 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, as well as Horn of the Abyssbut does not affect Shadow of Death 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, as well as Horn of the Abyssbut does not affect Shadow of Death 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, as well as Horn of the Abyssbut does not affect Shadow of Death 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, as well as Horn of the Abyssbut does not affect Shadow of Death spells cast by creatures.
Sandworm Olgoi-Khorkhoi Sandworms and Olgoi-Khorkhois walk instead of Burrowing on Magic Clouds. Horn of the Abyss
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[edit | hide]